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Hill Fort

506430839Analyzed
3v3 RM · 19d ago on Sep 13, 2026· 54m 28s· 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
🇩🇪 Hindustanis · Germany
1689
+9
🇩🇪 Mongols · Germany
1629
+11
🇩🇪 Slavs · Germany
1480
+16
🇺🇸 Tatars · United States
1570
-14
🇳🇱 Hindustanis · Netherlands
1520
-12
🇧🇪 Jurchens · Belgium
1448
-10
Player eAPM Actions Feudal Castle Imperial Opening
44 2,422 10:01 15:39 36:34 ⛏ Fast Castle
42 2,283 11:27 15:06 36:18 ⛏ Fast Castle
36 1,946 10:07 14:40 31:12 ⛏ Fast Castle
34 1,845 11:10 15:52 29:32 ⛏ Fast Castle
32 1,728 11:09 15:12 32:57 ⛏ Fast Castle
28 1,505 11:02 16:48 35:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,500 29,018 16,100 1,870 95,488 99,559
35,925 21,970 17,015 2,800 77,710 82,257
39,860 15,801 15,870 1,900 73,431 81,249
31,580 32,821 7,030 855 72,286 79,750
23,600 22,704 15,205 2,350 63,859 65,219
15,875 24,099 15,755 5,245 60,974 70,126
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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