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Hill Fort

504612295Analyzed
4v4 RM · 26d ago on Sep 5, 2026· 51m 14s· 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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Player eAPM Actions Feudal Castle Imperial Opening
52 2,661 9:49 23:33 49:41 ⛏ Fast Castle
45 2,297 11:22 16:30 39:10 ⛏ Fast Castle
42 2,158 10:28 21:13 38:21 ⛏ Fast Castle
30 1,515 11:45 18:25 43:51 ⛏ Fast Castle
27 1,396 9:42 15:24 37:38 ⛏ Fast Castle
25 1,288 9:34 18:59 38:11 ⛏ Fast Castle
21 1,088 10:31 26:09 42:27 ⚔ Archer Rush
15 773 10:21 21:56 43:00 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,000 22,185 12,510 5,515 57,210 71,957
23,885 14,601 15,570 1,080 55,136 66,558
23,830 15,420 11,390 1,800 52,440 54,192
26,400 16,365 6,640 2,450 51,855 57,715
26,330 15,485 6,920 2,800 51,535 59,700
25,465 15,443 4,395 1,605 46,908 47,781
22,670 9,365 8,715 2,815 43,565 50,483
11,890 14,525 3,915 1,150 31,480 35,616
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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