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Hill Fort

506394351Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 29m 53s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇹🇷 Burgundians · Türkiye
968
+17
🇮🇹 Byzantines · Italy
892
+20
🇹🇷 Turks · Türkiye
889
+20
🇫🇷 Celts · France
1069
-22
🇨🇳 Poles · China
998
-20
🇨🇳 Ethiopians · China
895
-15
Player eAPM Actions Feudal Castle Imperial Opening
29 854 12:24 16:46 — ⛏ Fast Castle
26 773 12:44 16:57 — ⛏ Fast Castle
22 657 12:13 19:07 25:07 ◆ FC into Fast Imp
17 519 12:05 20:28 — ⛏ Fast Castle
13 377 11:03 18:43 — ⛏ Fast Castle
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
9,560 4,260 4,710 415 18,945 20,117
8,730 2,685 4,900 0 16,315 16,721
6,830 6,025 2,750 100 15,705 17,200
6,270 3,067 1,530 1,410 12,277 14,136
6,175 4,475 350 850 11,850 12,823
0 0 0 0 0 0
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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