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Hill Fort

504201009Analyzed
4v4 RM · 28d ago on Sep 4, 2026· 44m 18s· 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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1221
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1191
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1171
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1157
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🇭🇰 Berbers · Hong Kong SAR China
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🇨🇳 Huns · China
1121
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Player eAPM Actions Feudal Castle Imperial Opening
43 1,897 10:23 15:33 31:21 ⛏ Fast Castle
40 1,766 10:05 17:43 34:42 ⛏ Fast Castle
33 1,457 10:24 15:10 36:03 ⛏ Fast Castle
29 1,264 10:42 15:08 30:41 ⛏ Fast Castle
27 1,201 11:32 19:49 34:02 ⛏ Fast Castle
26 1,149 9:43 15:21 32:03 ⛏ Fast Castle
17 767 11:34 18:59 37:37 ⛏ Fast Castle
16 693 11:23 15:36 31:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,435 17,995 10,485 2,355 52,270 57,486
15,380 15,513 8,675 3,995 43,563 48,991
18,130 10,070 10,795 2,700 41,695 51,912
17,255 7,920 10,915 3,255 39,345 45,109
15,330 13,435 7,365 3,030 39,160 40,377
13,635 17,150 4,760 2,505 38,050 45,563
19,885 7,310 9,950 170 37,315 41,942
12,885 13,115 7,865 1,120 34,985 47,390
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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