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Hill Fort

505971021Analyzed
3v3 RM · 19d ago on Sep 11, 2026· 74m 19s· 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
+13
🇩🇪 Ethiopians · Germany
875
+13
🇵🇪 Khmer · Peru
857
+14
🇵🇱 Turks · Poland
859
-15
🇵🇱 Persians · Poland
846
-15
🇵🇱 Tatars · Poland
727
-10
Player eAPM Actions Feudal Castle Imperial Opening
44 3,284 9:35 19:46 36:02 ⛏ Fast Castle
33 2,423 12:24 18:55 33:01 ⛏ Fast Castle
19 1,437 11:59 21:00 49:10 ⛏ Fast Castle
18 1,347 10:58 18:46 32:18 ⛏ Fast Castle
13 997 11:29 24:33 39:23 ⚔ Archer Rush
11 798 15:43 27:00 43:53 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
46,470 40,330 21,540 3,860 112,200 119,143
40,695 41,189 24,720 3,810 110,414 140,578
56,805 24,473 15,975 3,300 100,553 114,796
34,755 18,660 20,150 2,900 76,465 86,884
21,875 23,875 17,855 2,405 66,010 76,060
17,365 9,545 10,890 4,300 42,100 45,497
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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