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Hill Fort

505305157Analyzed
2v2 RM · 23d ago on Sep 8, 2026· 34m 18s· 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
🇹🇷 Malians · Türkiye
1132
+13
🇹🇷 Slavs · Türkiye
1021
+18
🇦🇷 Italians · Argentina
1130
-19
🇦🇷 Franks · Argentina
990
-12
Player eAPM Actions Feudal Castle Imperial Opening
32 1,093 12:18 17:57 — ⛏ Fast Castle
24 823 11:16 16:32 — ⛏ Fast Castle
23 773 11:01 17:35 — ⛏ Fast Castle
18 618 11:07 19:10 28:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,295 7,720 4,570 1,500 26,085 29,461
12,345 5,720 3,495 1,860 23,420 29,144
8,560 9,265 2,560 2,350 22,735 26,336
7,540 3,745 2,395 750 14,430 15,786
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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