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Hill Fort

504090752Analyzed
4v4 RM · 27d ago on Sep 3, 2026· 52m 31s· 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
53 2,803 10:11 14:03 28:33 ⛏ Fast Castle
38 1,983 8:27 23:43 38:55 ⚔ Archer Rush
37 1,958 10:18 14:42 31:36 ⛏ Fast Castle
37 1,964 10:51 15:03 44:28 ⛏ Fast Castle
37 1,939 11:09 15:44 43:04 ⛏ Fast Castle
36 1,882 10:40 14:46 33:49 ⛏ Fast Castle
36 1,895 10:48 15:00 29:39 ⛏ Fast Castle
31 1,624 11:12 15:40 31:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
43,230 17,360 24,550 2,250 87,390 90,958
11,950 50,400 15,965 4,030 82,345 85,373
34,865 24,800 18,380 1,675 79,720 86,102
31,465 21,750 23,695 1,865 78,775 93,982
26,870 28,415 16,795 6,290 78,370 94,529
34,085 18,555 9,355 1,570 63,565 65,677
23,025 15,160 6,455 2,810 47,450 55,095
17,660 18,914 7,395 1,820 45,789 56,049
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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