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Hill Fort

506539569Analyzed
2v2 RM · 19d ago on Sep 14, 2026· 57m 21s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇨🇦 Koreans · Canada
1165
+14
🇲🇽 Malay · Mexico
1124
+15
🇲🇽 Berbers · Mexico
1118
-15
🇲🇽 Portuguese · Mexico
1102
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 2,736 10:03 18:24 37:21 ⛏ Fast Castle
44 2,526 11:00 15:26 41:14 ⛏ Fast Castle
30 1,704 10:26 20:47 31:55 ⚔ Archer Rush
28 1,590 10:48 18:07 38:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,280 18,650 21,885 2,860 71,675 78,071
26,950 26,130 14,690 1,740 69,510 78,529
20,145 25,110 9,545 2,175 56,975 58,436
19,390 19,783 6,215 2,380 47,768 49,983
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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