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Hill Fort

504610917Analyzed
4v4 RM · 25d ago on Sep 5, 2026· 49m 13s· 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 2,645 8:48 16:56 35:21 ⛏ Fast Castle
42 2,074 10:18 19:38 40:53 ⚔ Archer Rush
32 1,554 10:51 20:04 36:04 ⛏ Fast Castle
28 1,385 11:27 18:56 36:53
24 1,174 10:27 19:47 44:36 ⚔ Scouts FC
19 955 12:44 17:52 40:01 ⛏ Fast Castle
15 739 12:00 20:42 32:22 ⛏ Fast Castle
15 721 12:26 21:55 44:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,370 15,165 18,030 2,260 59,825 70,606
23,650 14,955 10,570 1,600 50,775 56,119
26,770 11,855 8,255 2,575 49,455 59,081
16,605 18,611 10,580 2,735 48,531 60,681
24,740 10,575 7,710 1,600 44,625 46,839
13,950 14,865 10,500 3,050 42,365 50,039
20,500 8,695 9,225 1,795 40,215 44,843
16,910 8,438 10,075 1,500 36,923 40,399
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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