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Hill Fort

506502983Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 56m 43s· 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
44 2,480 9:49 17:49 29:05 ⛏ Fast Castle
28 1,608 11:49 21:24 39:10 ⚔ Towers FC
25 1,438 12:01 16:47 34:30 ⛏ Fast Castle
23 1,279 12:52 24:52 39:01 ⚔ Fish Boom FC into Archers
21 1,186 11:54 17:09 33:02 ⛏ Fast Castle
16 892 13:42 21:53 31:53 ⛏ Fast Castle
12 671 11:32 16:49 44:20 ⛏ Fast Castle
12 658 10:09 19:59 32:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,885 35,550 26,820 1,135 93,390 99,051
29,900 26,970 17,450 2,900 77,220 83,433
30,855 28,147 11,875 1,690 72,567 82,285
28,585 16,495 15,995 5,475 66,550 93,941
19,200 17,595 9,230 2,050 48,075 49,169
17,280 14,695 10,590 3,600 46,165 56,495
17,140 10,729 11,265 3,285 42,419 46,583
9,750 7,565 2,505 1,575 21,395 23,745
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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