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Hill Fort

505522741Analyzed
2v2 RM · 22d ago on Sep 9, 2026· 91m 42s· 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
🇩🇪 Armenians · Germany
1525
+15
🇩🇪 Burgundians · Germany
1395
+21
🇧🇷 Huns · Brazil
1532
-19
🇧🇷 Khmer · Brazil
1471
-17
Player eAPM Actions Feudal Castle Imperial Opening
71 6,512 9:33 13:40 66:44 ⛏ Fast Castle
64 5,903 10:34 22:17 45:11 ⚔ Archer Rush
29 2,675 8:31 20:51 73:32 ⚔ M@A FC
26 2,412 12:51 18:27 42:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
96,085 36,975 47,475 6,780 187,315 198,070
95,810 33,250 21,875 2,145 153,080 153,984
56,120 47,024 19,765 1,900 124,809 138,987
39,210 51,408 22,005 660 113,283 139,469
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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