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Hill Fort

505459459Analyzed
3v3 RM · 22d ago on Sep 9, 2026· 38m 0s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇦🇷 Poles · Argentina
1574
+14
1481
+18
1416
+37
🇦🇹 Georgians · Austria
1563
-19
🇪🇸 Gurjaras · Spain
1525
-18
🇦🇹 Britons · Austria
1459
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 1,796 11:05 16:48 33:10 ⛏ Fast Castle
45 1,693 8:36 28:54 — ⛏ Fish Boom FC
43 1,630 8:58 14:50 — ⛏ Fast Castle
41 1,547 10:55 14:53 32:13 ⛏ Fast Castle
35 1,326 11:26 15:23 35:47 ⛏ Fast Castle
30 1,139 10:31 14:38 28:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,890 5,915 19,970 750 50,525 52,241
19,870 12,447 9,705 1,600 43,622 46,433
13,025 13,223 8,505 2,900 37,653 41,565
13,635 15,829 4,885 1,050 35,399 41,102
5,975 20,450 350 910 27,685 46,545
10,370 5,250 2,840 1,795 20,255 23,039
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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