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Hill Fort

505074158Analyzed
4v4 RM · 25d ago on Sep 7, 2026· 39m 52s· 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
🇳🇴 Spanish · Norway
1065
+14
🇳🇴 Celts · Norway
1053
+14
🇳🇴 Khmer · Norway
1053
+14
🇳🇴 Bohemians · Norway
975
+18
🇲🇽 Franks · Mexico
1071
-17
🇳🇱 Byzantines · Netherlands
1025
-15
🇨🇳 Saracens · China
1010
-15
🇩🇪 Turks · Germany
966
-13
Player eAPM Actions Feudal Castle Imperial Opening
30 1,188 11:31 23:50 —
26 1,030 12:15 17:12 29:37 ⛏ Fast Castle
21 849 12:12 19:37 39:17 ⛏ Fast Castle
19 752 12:26 17:52 39:14 ⛏ Fast Castle
17 674 11:04 18:02 33:43 ⛏ Fast Castle
11 442 11:06 18:06 — ⚔ Scout Rush
0 9 — — —
0 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
10,650 14,970 8,860 850 35,330 38,063
17,470 7,800 3,970 3,000 32,240 35,006
15,520 7,600 7,195 1,500 31,815 39,657
10,475 15,960 3,335 880 30,650 33,872
13,320 9,150 2,215 1,270 25,955 31,290
6,015 3,295 550 750 10,610 13,593
0 0 0 0 0 0
0 0 0 0 0 0
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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