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Hill Fort

506264143Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 48m 53s· 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
45 2,202 10:10 15:25 36:37 ⛏ Fast Castle
39 1,906 9:56 15:14 42:42 ⛏ Fast Castle
38 1,875 10:07 14:28 39:15 ⛏ Fast Castle
32 1,562 10:56 17:10 35:57 ⛏ Fast Castle
30 1,451 9:40 21:44 34:53 ⚔ M@A into Archers
25 1,202 10:19 14:18 34:15 ⛏ Fast Castle
24 1,156 10:48 14:58 38:09 ⛏ Fast Castle
14 696 9:20 21:17 — ⚔ Fish Boom into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
22,895 17,750 10,945 2,275 53,865 64,319
12,355 22,365 17,235 1,500 53,455 56,769
22,735 11,894 14,250 3,580 52,459 57,476
24,390 14,128 7,430 3,275 49,223 60,110
18,850 17,115 7,790 1,610 45,365 48,402
16,190 15,453 8,985 1,710 42,338 52,185
15,125 14,745 10,660 985 41,515 44,482
7,275 5,595 1,760 0 14,630 15,749
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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