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Hill Fort

504900127Analyzed
3v3 RM · 26d ago on Sep 7, 2026· 84m 21s· 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
🇬🇧 Teutons · United Kingdom
1228
+10
🇳🇿 Poles · New Zealand
978
+20
🇳🇿 Bulgarians · New Zealand
949
+20
🇺🇸 Mongols · United States
1148
-20
🇺🇸 Ethiopians · United States
1046
-16
🇺🇸 Franks · United States
1002
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 4,225 9:24 18:17 38:10 ⚔ FC into Archers
47 3,993 12:17 19:23 38:29 ⛏ Fast Castle
35 2,924 9:13 23:47 44:16
33 2,797 9:16 21:33 36:59 ⚔ Archer Rush
26 2,176 10:16 16:10 38:45 ⛏ Fast Castle
16 1,337 11:54 22:46 48:24 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
74,455 48,068 57,290 3,900 183,713 197,666
50,515 61,700 17,920 2,980 133,115 152,318
68,765 33,335 17,585 5,960 125,645 130,124
45,705 37,250 16,965 5,050 104,970 120,835
40,920 31,110 20,320 6,260 98,610 129,436
37,410 10,805 23,815 1,700 73,730 77,751
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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