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Hill Fort

506465578Analyzed
3v3 RM · 18d ago on Sep 13, 2026· 47m 40s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇧🇪 Khmer · Belgium
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🇺🇸 Cumans · United States
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Player eAPM Actions Feudal Castle Imperial Opening
38 1,797 10:21 14:59 30:53 ⛏ Fast Castle
29 1,380 11:59 19:00 43:43 ⛏ Fast Castle
26 1,252 10:24 19:21 37:59 ⛏ Fast Castle
19 898 11:43 21:16 37:36 ⛏ Fast Castle
18 857 9:33 19:46 44:24 ⛏ Fast Castle
2 75 — — —

Resources

Player Food Wood Gold Stone Spent Collected
16,750 25,767 11,170 2,065 55,752 70,366
17,005 12,405 7,610 1,700 38,720 43,706
12,100 13,938 9,690 1,200 36,928 41,731
17,250 5,725 9,195 850 33,020 39,987
10,475 12,505 7,555 300 30,835 44,231
50 150 50 0 250 335
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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