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Hill Fort

506387482Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 44m 0s· 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
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🇨🇿 Dravidians · Czechia
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Player eAPM Actions Feudal Castle Imperial Opening
55 2,416 8:56 19:14 36:13 ⚔ Scout Rush
49 2,157 10:59 14:56 30:34 ⛏ Fast Castle
45 1,968 11:05 15:18 37:38 ⛏ Fast Castle
40 1,762 9:00 22:15 33:04 ⚔ Archer Rush
37 1,637 10:21 19:59 29:45 ⛏ Fast Castle
36 1,593 11:36 16:01 38:09 ⛏ Fast Castle
28 1,252 15:50 25:44 31:35 ⚔ Fish Boom into Skirms into Fast Imp
26 1,135 10:58 16:45 31:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,950 12,670 15,920 1,735 58,275 61,091
21,125 20,165 12,370 3,835 57,495 64,028
14,120 25,022 4,680 1,805 45,627 46,141
17,600 15,760 9,415 1,870 44,645 48,362
15,175 14,450 10,380 3,545 43,550 49,492
15,665 13,780 9,580 2,900 41,925 45,574
17,665 7,660 8,030 1,700 35,055 37,706
10,300 9,675 7,135 1,130 28,240 30,397
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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