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Hill Fort

505638229Analyzed
3v3 RM · 23d ago on Sep 10, 2026· 50m 41s· 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
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1815
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1718
+9
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1638
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1572
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🇧🇷 Persians · Brazil
1563
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Player eAPM Actions Feudal Castle Imperial Opening
44 2,255 10:34 14:39 38:53 ⛏ Fast Castle
42 2,107 8:12 20:26 36:26 ⛏ Fast Castle
37 1,861 10:58 16:22 36:42 ⛏ Fast Castle
37 1,885 9:47 18:10 39:10 ⚔ FC into Scouts
30 1,515 9:06 22:25 38:59 ⚔ Archer Rush
22 1,113 10:06 15:33 36:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,345 23,280 25,525 950 83,100 87,392
17,045 24,155 16,015 1,720 58,935 66,091
13,350 17,410 13,960 6,350 51,070 55,607
13,650 19,695 12,715 3,480 49,540 59,796
21,390 8,215 13,025 1,500 44,130 46,595
15,615 9,016 8,535 3,105 36,271 43,742
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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