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Hill Fort

505039524Analyzed
2v2 RM · 24d ago on Sep 7, 2026· 50m 33s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇨🇴 Celts · Colombia
1000
+16
🇨🇴 Romans · Colombia
938
+19
🇷🇺 Slavs · Russia
1010
-18
🇹🇼 Persians · Taiwan
1000
-17
Player eAPM Actions Feudal Castle Imperial Opening
23 1,139 10:32 15:50 35:37 ⛏ Fast Castle
21 1,082 10:20 15:11 27:52 ⛏ Fast Castle
19 942 11:10 17:22 41:10 ⛏ Fish Boom FC
14 725 13:28 21:51 35:51 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,205 25,480 8,110 360 55,155 62,630
23,225 11,495 14,375 3,050 52,145 63,502
16,225 17,675 10,550 2,380 46,830 58,556
14,680 8,490 6,875 2,805 32,850 38,565
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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