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Hill Fort

506235403Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 49m 5s· 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
50 2,447 12:00 17:24 35:34 ⛏ Fast Castle
47 2,328 9:11 15:23 33:07 ⛏ Fast Castle
40 1,965 10:50 16:20 34:43 ⛏ Fast Castle
35 1,736 9:48 14:57 31:30 ⛏ Fast Castle
30 1,479 10:44 14:49 35:06 ⛏ Fast Castle
29 1,422 9:34 14:42 35:13 ⛏ Fast Castle
29 1,428 10:19 16:03 32:49 ⛏ Fast Castle
28 1,376 12:12 16:36 36:58 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,835 13,911 17,210 3,190 69,146 80,668
33,700 15,745 13,055 1,600 64,100 69,002
24,940 19,785 14,620 3,140 62,485 69,655
30,950 14,484 11,700 2,900 60,034 63,206
28,945 15,145 13,060 2,820 59,970 62,472
21,465 20,878 11,240 2,460 56,043 62,505
15,045 19,188 12,820 2,160 49,213 52,124
16,405 18,820 5,775 1,600 42,600 45,020
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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