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Hill Fort

505998187Analyzed
4v4 RM · 21d ago on Sep 12, 2026· 65m 40s· 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
🇺🇸 Cumans · United States
1987
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1789
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1766
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1739
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🇦🇺 Burgundians · Australia
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🇨🇱 Portuguese · Chile
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🇦🇷 Italians · Argentina
1814
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Player eAPM Actions Feudal Castle Imperial Opening
64 4,190 11:29 15:25 32:38 ⚔ FC into Archers
60 3,911 11:18 15:25 38:24 ⛏ Fast Castle
59 3,863 11:24 15:02 31:20 ⛏ Fast Castle
56 3,661 8:50 19:43 33:42 ⚔ Scout Rush
54 3,567 11:44 15:26 41:03 ⛏ Fast Castle
54 3,559 10:49 16:44 32:53 ⚔ FC into Skirms
54 3,541 10:51 15:02 38:33 ⛏ Fast Castle
36 2,343 8:26 20:15 33:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
54,030 33,053 43,445 6,740 137,268 142,112
45,630 44,863 26,535 4,235 121,263 128,129
29,475 47,563 34,760 4,405 116,203 125,495
41,975 43,094 22,950 3,125 111,144 114,369
51,785 33,881 17,725 6,140 109,531 116,765
23,710 50,691 30,440 3,550 108,391 110,671
26,975 41,308 28,115 2,880 99,278 100,104
28,675 41,704 18,415 4,465 93,259 103,017
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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