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Hill Fort

506980820Analyzed
2v2 RM · 16d ago on Sep 16, 2026· 38m 7s· 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
🇻🇳 Khmer · Vietnam
1528
+13
🇨🇱 Britons · Chile
1409
+18
🇺🇸 Slavs · United States
1474
-16
🇺🇸 Tatars · United States
1452
-15
Player eAPM Actions Feudal Castle Imperial Opening
65 2,495 10:16 15:32 33:41 ⛏ Fast Castle
38 1,464 8:42 17:46 33:56 ⛏ Fast Castle
30 1,142 11:04 15:45 32:03 ⛏ Fast Castle
29 1,121 10:33 15:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,910 12,240 10,210 2,585 44,945 45,132
11,425 13,065 9,090 2,935 36,515 40,117
17,455 6,865 9,545 300 34,165 36,275
10,375 8,920 4,895 885 25,075 26,319
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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