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Hill Fort

505626988Analyzed
4v4 RM · 23d ago on Sep 10, 2026· 24m 52s· 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
55 1,361 11:04 15:04 — ⛏ Fast Castle
37 924 10:41 17:09 — ⛏ Fast Castle
37 921 12:43 16:36 — ⛏ Fast Castle
34 837 12:12 16:07 — ⛏ Fast Castle
33 823 9:41 13:56 — ⛏ Fast Castle
28 685 10:22 18:31 — ⚔ Archers FC
26 658 10:01 13:20 — ⛏ Fast Castle
24 591 12:01 19:08 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,365 2,940 2,320 850 13,475 14,597
7,005 2,950 1,435 750 12,140 12,791
4,750 4,313 1,295 950 11,308 12,018
4,875 4,905 1,030 300 11,110 12,307
5,225 4,465 625 200 10,515 13,264
5,265 2,515 1,265 800 9,845 10,587
3,625 3,770 1,340 750 9,485 9,859
5,175 3,355 350 305 9,185 10,724
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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