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Hill Fort

504141234Analyzed
4v4 RM · 29d ago on Sep 4, 2026· 52m 17s· 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
61 3,183 11:07 16:07 37:08 ⛏ Fast Castle
60 3,131 10:12 14:45 39:55 ⛏ Fast Castle
57 2,991 8:14 16:47 36:50 ⛏ Fast Castle
41 2,166 10:51 15:13 40:21 ⛏ Fast Castle
40 2,091 10:28 14:33 41:02 ⛏ Fast Castle
40 2,100 10:31 15:38 35:52 ⛏ Fast Castle
34 1,781 10:05 14:14 35:57 ⛏ Fast Castle
34 1,760 9:22 24:06 37:24 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
41,135 24,926 12,700 3,650 82,411 85,405
28,210 13,575 23,545 3,670 69,000 70,049
32,645 14,650 17,845 1,030 66,170 74,104
12,325 25,180 18,655 2,615 58,775 65,789
14,240 23,255 16,845 3,620 57,960 69,487
21,230 17,050 9,070 3,290 50,640 52,791
15,385 18,574 11,650 2,650 48,259 52,585
10,750 22,258 10,150 1,740 44,898 45,905
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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