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Hill Fort

505741429Analyzed
4v4 RM · 22d ago on Sep 10, 2026· 40m 31s· 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
🇺🇸 Dravidians · United States
1645
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🇺🇸 Teutons · United States
1521
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🇨🇳 Franks · China
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🇺🇸 Hindustanis · United States
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Player eAPM Actions Feudal Castle Imperial Opening
51 2,049 10:23 16:26 — ⚔ Skirmisher Rush
47 1,899 8:10 22:24 38:16 ⚔ Archer Rush
43 1,744 10:21 21:13 — ⛏ Fast Castle
40 1,604 8:18 25:33 38:21 ⚔ Towers FC
40 1,625 11:06 16:02 37:31 ⛏ Fast Castle
32 1,317 11:12 15:12 — ⛏ Fast Castle
29 1,181 10:09 16:26 37:02 ⛏ Fast Castle
18 732 9:48 — —

Resources

Player Food Wood Gold Stone Spent Collected
16,495 13,876 5,630 2,260 38,261 42,199
12,910 10,925 6,655 1,155 31,645 34,079
14,245 8,005 3,395 2,565 28,210 29,494
13,015 8,647 5,205 960 27,827 29,911
13,850 6,151 5,770 2,000 27,771 30,973
11,135 8,010 3,410 1,100 23,655 28,637
5,000 5,322 1,950 880 13,152 14,206
2,000 788 50 375 3,213 3,317
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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