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Hill Fort

505098924Analyzed
2v2 RM · 24d ago on Sep 7, 2026· 42m 3s· 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
🇨🇱 Portuguese · Chile
1044
+16
🇨🇱 Bohemians · Chile
1012
+18
🇨🇴 Celts · Colombia
1071
-18
🇨🇴 Romans · Colombia
1023
-16
Player eAPM Actions Feudal Castle Imperial Opening
30 1,250 10:51 17:51 29:54 ⛏ Fast Castle
23 947 9:28 18:48 29:27 ⛏ Fast Castle
16 683 11:47 18:23 41:42 ⛏ Fish Boom FC
9 393 10:06 15:06 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,125 12,845 5,560 2,270 34,800 44,336
10,095 9,075 6,805 1,400 27,375 31,569
10,995 9,130 3,885 1,770 25,780 36,665
4,975 3,920 850 100 9,845 12,453
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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