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Hill Fort

506491181Analyzed
2v2 RM · 20d ago on Sep 13, 2026· 47m 46s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇪🇸 Burmese · Spain
1187
+13
🇪🇸 Persians · Spain
1154
+15
🇮🇱 Britons · Israel
1131
-14
🇬🇷 Franks · Greece
1128
-14
Player eAPM Actions Feudal Castle Imperial Opening
54 2,563 10:32 15:55 35:41 ⛏ Fast Castle
31 1,482 10:47 17:25 32:08 ⛏ Fast Castle
29 1,364 11:54 17:12 34:44 ⛏ Fast Castle
17 829 10:28 17:26 35:16 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,385 11,905 10,185 2,840 54,315 55,943
22,950 18,595 9,110 950 51,605 56,459
17,180 13,879 11,380 2,325 44,764 48,295
15,440 10,676 6,970 1,890 34,976 36,284
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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