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Hill Fort

505370772Analyzed
4v4 RM · 23d ago on Sep 9, 2026· 37m 4s· 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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Player eAPM Actions Feudal Castle Imperial Opening
54 1,985 10:19 14:06 — ⛏ Fast Castle
46 1,692 10:27 15:01 — ⚔ FC into Archers
42 1,545 9:01 19:10 — ⚔ Scout Rush
34 1,257 8:19 25:37 — ⚔ Towers FC
34 1,277 9:50 17:57 30:38 ⛏ Fast Castle
32 1,168 10:28 14:27 33:38 ⛏ Fast Castle
28 1,020 10:33 19:03 — ⛏ Fast Castle
24 881 9:23 27:05 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,730 14,530 8,825 815 44,900 51,279
14,440 9,241 5,895 320 29,896 31,136
13,645 4,880 10,295 750 29,570 29,833
9,820 12,486 5,455 300 28,061 29,429
11,800 12,372 1,505 1,650 27,327 28,748
8,975 9,975 6,140 1,500 26,590 27,219
9,600 7,565 350 400 17,915 25,973
6,605 6,130 595 1,850 15,180 15,174
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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