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Hill Fort

504696201Analyzed
4v4 RM · 26d ago on Sep 6, 2026· 48m 55s· 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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1519
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Player eAPM Actions Feudal Castle Imperial Opening
61 3,007 9:18 20:07 35:33 ⛏ Fish Boom FC
46 2,227 10:41 14:52 38:04 ⛏ Fast Castle
40 1,980 10:41 16:07 37:59 ⚔ Scout Rush
35 1,713 10:28 14:41 33:55 ⛏ Fast Castle
33 1,636 9:59 14:00 31:30 ⛏ Fast Castle
33 1,635 10:24 18:30 34:59 ⛏ Fast Castle
28 1,360 11:13 14:52 33:04 ⛏ Fast Castle
28 1,380 9:13 20:44 34:19 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,060 15,985 11,505 950 61,500 70,671
16,195 20,153 11,655 2,385 50,388 65,129
16,000 18,505 11,105 4,650 50,260 61,420
15,780 15,020 15,150 3,305 49,255 54,350
18,415 15,337 7,095 2,435 43,282 52,188
15,700 13,254 10,235 2,150 41,339 49,552
20,365 9,942 9,670 950 40,927 45,577
16,720 10,375 3,915 1,985 32,995 35,462
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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