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Hill Fort

506097409Analyzed
3v3 RM · 20d ago on Sep 12, 2026· 16m 32s· 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
🇨🇳 Ethiopians · China
1349
+9
🇩🇪 Armenians · Germany
1321
+10
🇧🇪 Mongols · Belgium
1281
+13
🇹🇷 Wei · Türkiye
1206
-11
🇹🇷 Ethiopians · Türkiye
1194
-11
🇹🇷 Mongols · Türkiye
1180
-10
Player eAPM Actions Feudal Castle Imperial Opening
45 737 9:58 — — ⚔ Archer Rush
36 602 9:53 15:27 — ⚔ Archers FC
30 497 9:33 — — ⛏ Fast Castle
24 389 11:23 15:06 — ⛏ Fast Castle
11 186 — — —
7 119 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,835 2,330 370 0 6,535 6,498
2,950 2,210 620 0 5,780 5,946
2,510 2,785 370 0 5,665 6,020
2,650 2,045 200 0 4,895 6,096
550 225 0 0 775 1,097
600 125 50 0 775 876
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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