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Hill Fort

503816208Analyzed
4v4 RM · 28d ago on Sep 2, 2026· 56m 32s· 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
58 3,295 11:07 15:31 35:58 ⛏ Fast Castle
46 2,609 10:59 16:20 34:25 ⛏ Fast Castle
37 2,069 12:06 16:47 36:36 ⛏ Fast Castle
34 1,944 10:23 16:49 33:37 ⛏ Fast Castle
33 1,894 11:08 18:44 39:05 ⛏ Fast Castle
32 1,805 10:21 19:50 31:55 ⛏ FC into Fish Boom
19 1,067 11:50 17:19 36:27 ⛏ Fast Castle
18 1,043 9:58 17:59 47:05 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,805 20,818 22,315 5,050 96,988 105,709
38,950 21,916 30,910 2,985 94,761 97,108
31,835 33,435 18,935 2,605 86,810 99,607
35,850 31,583 9,335 2,900 79,668 89,629
33,885 17,901 24,185 2,745 78,716 85,927
30,725 21,545 11,185 4,190 67,645 69,114
16,435 13,945 9,170 2,440 41,990 42,690
17,075 11,745 4,840 1,070 34,730 48,227
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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