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Hill Fort

505953968Analyzed
3v3 RM · 20d ago on Sep 11, 2026· 44m 44s· 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
🇩🇪 Romans · Germany
886
+14
🇩🇪 Turks · Germany
875
+14
🇦🇺 Maya · Australia
847
+15
🇮🇳 Britons · India
840
-15
🇮🇳 Vietnamese · India
829
-14
🇪🇸 Lithuanians · Spain
822
-14
Player eAPM Actions Feudal Castle Imperial Opening
28 1,273 12:05 17:34 34:13 ⛏ Fast Castle
23 1,021 11:47 18:57 35:54 ⛏ Fast Castle
17 757 11:52 18:28 31:54 ⛏ Fast Castle
15 687 9:47 14:47 39:04 ⛏ Fast Castle
14 646 12:07 20:11 — ⛏ Fast Castle
11 479 14:50 20:13 27:45 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
18,750 20,155 9,565 3,065 51,535 58,978
17,650 16,910 8,675 2,525 45,760 55,225
13,470 12,655 5,800 1,030 32,955 40,183
14,820 9,210 6,830 1,985 32,845 41,331
12,060 11,480 7,450 1,550 32,540 34,793
10,825 10,180 6,345 800 28,150 40,283
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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