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Hill Fort

505001276Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 46m 39s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
34 1,602 13:33 20:12 34:38 ⛏ Fast Castle
28 1,322 9:57 19:42 38:43 ⛏ Fast Castle
24 1,136 13:01 18:42 32:47 ⛏ Fast Castle
23 1,050 10:44 16:31 28:40 ⛏ Fast Castle
23 1,076 11:07 16:01 32:14 ⛏ Fast Castle
23 1,053 11:12 21:58 40:31 ⛏ Fish Boom FC
22 1,041 11:04 19:23 34:47 ⛏ Fast Castle
17 779 11:38 18:43 32:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,595 13,115 20,120 5,600 70,430 77,721
28,005 11,690 9,055 850 49,600 52,980
25,680 9,910 10,470 980 47,040 55,126
17,520 11,785 10,460 2,050 41,815 54,078
17,490 11,611 8,545 2,435 40,081 44,755
11,775 15,120 8,205 2,315 37,415 45,344
15,610 12,050 4,215 3,365 35,240 37,583
12,525 13,190 5,970 2,640 34,325 38,378
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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