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Hill Fort

504873962Analyzed
3v3 RM · 24d ago on Sep 6, 2026· 52m 12s· 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
🇲🇽 Koreans · Mexico
1123
+14
🇨🇿 Teutons · Czechia
1100
+15
🇵🇪 Georgians · Peru
1010
+18
🇦🇷 Italians · Argentina
1138
-19
🇦🇷 Wei · Argentina
1088
-16
🇦🇷 Franks · Argentina
985
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 2,109 11:55 18:55 33:53 ⛏ Fast Castle
32 1,695 11:29 15:28 33:43 ⛏ Fast Castle
30 1,543 11:19 18:15 40:39 ⚔ FC into Archers
29 1,490 10:45 16:21 36:59 ⛏ Fast Castle
23 1,210 11:39 20:53 40:05 ⛏ Fast Castle
17 894 10:53 17:58 36:47 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,655 15,665 14,700 6,150 58,170 63,192
22,640 13,239 14,630 3,680 54,189 57,959
14,120 23,886 12,875 1,805 52,686 58,322
25,005 11,345 10,540 2,985 49,875 63,095
18,275 6,830 12,620 850 38,575 40,524
16,020 10,760 6,405 1,050 34,235 40,736
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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