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Hill Fort

505629073Analyzed
4v4 RM · 23d ago on Sep 10, 2026· 58m 18s· 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
🇨🇭 Bulgarians · Switzerland
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Player eAPM Actions Feudal Castle Imperial Opening
45 2,618 10:40 16:23 52:27 ⛏ Fast Castle
39 2,288 13:08 17:35 35:15 ⛏ Fast Castle
33 1,952 10:31 18:54 33:21 ⚔ Archer Rush
31 1,779 11:59 16:20 34:09 ⛏ Fast Castle
29 1,712 11:12 15:26 37:44 ⛏ Fast Castle
29 1,690 10:23 15:36 33:56 ⛏ Fast Castle
28 1,610 10:37 14:42 33:53 ⛏ Fast Castle
23 1,326 10:50 15:21 39:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,755 18,610 21,230 3,255 76,850 88,377
25,075 28,510 14,050 4,255 71,890 88,279
15,950 26,779 18,415 4,165 65,309 68,042
25,405 26,560 10,940 2,350 65,255 71,114
13,275 22,004 18,230 5,600 59,109 72,547
24,675 13,490 14,950 5,050 58,165 61,924
20,485 21,230 5,055 1,975 48,745 56,662
22,605 10,655 7,085 4,430 44,775 46,855
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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