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Hill Fort

506529286Analyzed
4v4 RM · 20d ago on Sep 13, 2026· 39m 30s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇺🇸 Mongols · United States
1215
+13
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1212
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1159
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1167
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🇺🇸 Mongols · United States
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🇨🇳 Tupi · China
946
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Player eAPM Actions Feudal Castle Imperial Opening
46 1,821 10:41 15:22 28:55 ⛏ Fast Castle
38 1,510 10:56 18:07 30:05 ⛏ Fast Castle
31 1,221 11:43 18:11 — ⛏ Fast Castle
29 1,134 12:39 16:25 21:55 ◆ FC into Fast Imp
25 987 11:02 16:46 — ⛏ Fast Castle
22 877 11:40 16:06 31:52 ⛏ Fast Castle
18 722 10:53 19:25 — ⛏ Fast Castle
17 677 10:20 16:38 31:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,310 10,610 12,545 1,710 46,175 46,973
14,600 17,368 12,195 895 45,058 51,006
14,565 11,645 3,860 1,630 31,700 36,506
8,250 10,380 9,080 3,615 31,325 37,151
10,635 8,830 5,765 2,150 27,380 32,229
12,675 5,940 6,150 1,500 26,265 30,097
10,000 8,280 6,780 650 25,710 27,258
9,175 6,255 1,000 1,530 17,960 19,709
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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