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Hill Fort

505041926Analyzed
2v2 RM · 2mo ago on Sep 7, 2026· 50m 43s· 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
🇪🇸 Byzantines · Spain
637
+14
🇪🇸 Byzantines · Spain
502
+20
vs
🇵🇱 Poles · Poland
584
-17
🇧🇷 Celts · Brazil
584
-17
Player eAPM Actions Feudal Castle Imperial Opening
36 1,841 13:17 35:11 — ⚔ Skirmisher Rush
29 1,493 12:54 31:26 41:11 ⚔ Scouts into Skirms
24 1,236 9:44 25:53 41:14 ⚔ Scout Rush
8 392 11:28 28:18 37:45 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,580 12,685 8,285 2,250 41,800 49,924
14,510 11,094 3,140 1,600 30,344 36,878
11,155 8,760 2,930 1,535 24,380 34,262
9,710 6,210 4,500 875 21,295 27,218
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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