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Hill Fort

503800828Analyzed
4v4 RM · 29d ago on Sep 2, 2026· 40m 12s· 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
🇨🇳 Huns · China
1090
+13
🇨🇦 Shu · Canada
957
+20
🇨🇳 Turks · China
951
+20
938
+20
🇨🇳 Magyars · China
1085
-21
🇻🇳 Franks · Vietnam
1037
-18
🇨🇳 Khmer · China
1019
-18
🇮🇳 Portuguese · India
1000
-50
Player eAPM Actions Feudal Castle Imperial Opening
27 1,094 11:52 21:46 32:59 ⚔ Archer Rush
26 1,059 12:26 18:40 32:45 ⛏ Fast Castle
25 1,001 11:02 22:20 36:37 ⛏ Fish Boom FC
20 820 10:07 17:33 35:52 ⛏ Fast Castle
20 812 9:43 17:01 31:58 ⛏ Fast Castle
11 457 11:34 21:48 39:10 ⛏ Fast Castle
10 403 11:37 24:51 36:48 ⛏ Fast Castle
7 294 10:43 — —

Resources

Player Food Wood Gold Stone Spent Collected
18,575 11,705 8,050 4,350 42,680 50,303
13,090 16,090 4,970 2,515 36,665 47,169
15,585 9,735 7,595 1,830 34,745 37,983
11,075 10,745 7,115 1,025 29,960 32,882
14,010 8,945 4,065 1,240 28,260 40,224
9,800 6,925 3,045 1,095 20,865 27,398
9,775 6,575 2,015 805 19,170 23,999
1,600 1,535 0 0 3,135 5,034
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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