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Hill Fort

504585833Analyzed
3v3 RM · 28d ago on Sep 5, 2026· 41m 39s· 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
🇵🇪 Spanish · Peru
1586
+12
🇩🇪 Berbers · Germany
1582
+12
🇨🇳 Teutons · China
1517
+15
🇫🇮 Spanish · Finland
1573
-15
🇺🇸 Chinese · United States
1546
-15
🇨🇦 Khmer · Canada
1383
-9
Player eAPM Actions Feudal Castle Imperial Opening
48 2,003 10:46 15:36 36:22 ⛏ Fast Castle
40 1,658 11:21 15:14 41:34 ⛏ Fast Castle
37 1,526 11:47 15:45 34:38 ⛏ Fast Castle
29 1,201 11:31 15:49 31:20 ⚔ FC into Archers
25 1,029 8:43 26:30 39:57 ⚔ Towers FC
18 745 11:46 27:51 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,840 14,070 9,670 1,925 48,505 51,051
13,200 12,865 7,225 2,560 35,850 40,248
15,525 13,080 5,585 1,500 35,690 38,772
10,825 11,425 7,855 2,100 32,205 33,933
15,620 11,275 3,245 1,825 31,965 36,570
5,725 5,637 2,675 1,510 15,547 16,896
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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