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Hill Fort

506610075Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 63m 25s· 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
🇧🇾 Slavs · Belarus
1490
+17
🇷🇺 Tatars · Russia
1475
+18
🇬🇪 Shu · Georgia
1424
+20
1544
-20
🇳🇱 Celts · Netherlands
1535
-19
🇳🇱 Lithuanians · Netherlands
1455
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 2,930 11:31 15:22 30:18 ⚔ FC into Scouts
45 2,823 11:39 16:59 31:48 ⛏ Fast Castle
42 2,672 11:23 15:49 33:05 ⛏ Fast Castle
38 2,417 11:14 15:27 29:42 ⛏ Fast Castle
35 2,244 10:37 15:20 34:56 ⛏ Fast Castle
33 2,125 10:43 15:25 34:37 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
50,545 36,430 23,270 5,600 115,845 118,696
49,360 25,825 25,735 4,235 105,155 118,113
40,150 27,232 19,910 2,865 90,157 95,386
32,145 34,860 11,235 2,805 81,045 82,549
47,020 15,190 10,490 3,355 76,055 80,859
27,685 22,777 15,700 3,145 69,307 70,564
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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