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Hill Fort

504500220Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 30m 15s· 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
44 1,344 11:48 15:22 — ⛏ Fast Castle
40 1,196 10:41 14:35 27:50 ⛏ Fast Castle
37 1,129 11:23 15:28 — ⛏ Fast Castle
33 1,012 11:27 14:58 28:42 ⛏ Fast Castle
33 1,006 10:35 14:38 — ⛏ Fast Castle
30 907 10:54 15:13 — ⛏ Fast Castle
29 869 11:28 14:59 — ⛏ Fast Castle
27 832 10:57 14:02 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,325 8,144 3,255 1,600 23,324 26,054
11,280 7,810 2,600 980 22,670 25,531
9,175 8,055 1,870 1,600 20,700 22,728
7,975 7,800 2,330 2,250 20,355 22,412
9,875 7,273 1,555 1,050 19,753 22,651
7,125 9,383 2,895 220 19,623 20,642
8,850 7,684 1,845 520 18,899 22,733
7,670 6,321 2,655 1,525 18,171 20,475
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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