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Hill Fort

505082270Analyzed
4v4 RM · 26d ago on Sep 7, 2026· 26m 35s· 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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1437
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Player eAPM Actions Feudal Castle Imperial Opening
43 1,155 10:35 14:46 — ⛏ Fast Castle
40 1,065 10:29 15:38 — ⛏ Fast Castle
37 979 9:55 14:20 — ⛏ Fast Castle
35 919 8:00 20:28 — ⛏ Fast Castle
32 852 10:50 15:34 — ⛏ Fast Castle
30 800 11:22 15:13 — ⛏ Fast Castle
28 753 10:00 14:46 — ⛏ Fast Castle
25 653 10:59 15:56 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,860 5,090 3,395 100 18,445 19,134
8,750 7,130 825 300 17,005 19,140
7,210 5,273 1,925 110 14,518 15,583
7,135 3,583 2,150 0 12,868 14,368
5,970 2,705 2,295 1,750 12,720 13,049
4,510 5,815 1,675 100 12,100 13,566
4,900 3,902 1,175 850 10,827 11,393
3,875 3,560 1,035 810 9,280 10,720
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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