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Hill Fort

504296181Analyzed
4v4 RM · 28d ago on Sep 4, 2026· 45m 49s· 8 players
Game mode
Random Map
Map size
Large (8 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
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1546
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🇹🇷 Gurjaras · Türkiye
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Player eAPM Actions Feudal Castle Imperial Opening
55 2,498 10:26 14:08 35:57 ⛏ Fast Castle
41 1,859 10:28 15:07 38:03 ⛏ Fast Castle
40 1,846 10:42 14:38 33:07 ⛏ Fast Castle
38 1,761 10:46 17:17 36:08 ⛏ Fast Castle
36 1,631 11:41 15:26 28:49 ⛏ Fast Castle
34 1,555 11:04 18:08 33:00 ⛏ Fast Castle
22 1,003 11:24 16:35 33:38 ⛏ Fast Castle
22 1,024 11:35 15:41 45:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,775 25,320 12,765 4,600 60,460 62,822
29,870 16,631 9,775 3,700 59,976 67,408
23,765 16,295 15,195 1,830 57,085 63,635
19,045 20,314 11,090 3,140 53,589 57,288
19,200 15,070 9,695 2,800 46,765 49,681
23,245 8,443 10,150 1,310 43,148 48,685
12,480 15,595 12,055 850 40,980 51,623
18,960 13,735 4,385 3,780 40,860 44,813
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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