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Hill Fort

505504970Analyzed
3v3 RM · 23d ago on Sep 9, 2026· 57m 1s· 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
🇨🇿 Mongols · Czechia
1337
+16
🇩🇪 Lithuanians · Germany
1288
+18
🇪🇸 Burgundians · Spain
1242
+21
🇺🇦 Vietnamese · Ukraine
1352
-19
🇧🇾 Khitans · Belarus
1342
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🇧🇾 Saracens · Belarus
1332
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Player eAPM Actions Feudal Castle Imperial Opening
71 4,028 11:42 16:33 40:50 ⛏ Fast Castle
51 2,881 11:23 18:46 48:31 ⛏ Fast Castle
40 2,274 10:22 24:50 40:05 ⚔ Archer Rush
33 1,886 10:26 18:26 37:11 ⚔ Archers FC
30 1,735 10:52 19:07 36:17 ⛏ Fast Castle
14 816 11:24 16:23 33:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,865 28,366 17,300 2,620 80,151 86,067
29,975 13,685 21,170 1,700 66,530 68,035
24,935 14,835 17,870 2,875 60,515 77,195
22,025 19,052 8,805 5,155 55,037 59,324
24,320 18,868 3,660 1,880 48,728 50,964
13,295 17,580 10,340 2,690 43,905 52,221
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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