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Hill Fort

504626457Analyzed
4v4 RM · 25d ago on Sep 6, 2026· 11m 56s· 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
🇺🇸 Goths · United States
1229
+13
🇧🇷 Italians · Brazil
1217
+14
🇧🇷 Armenians · Brazil
1181
+15
🇹🇼 Franks · Taiwan
1170
+16
🇺🇾 Goths · Uruguay
1203
-15
🇨🇴 Saracens · Colombia
1180
-15
🇺🇸 Franks · United States
1179
-15
🇨🇴 Teutons · Colombia
1117
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 569 8:59 — — ⚔ Archer Rush
39 463 10:50 — —
31 369 10:29 — —
30 363 10:16 — — ⚔ Scout Rush
30 362 — — —
28 337 10:52 — —
19 221 9:49 — — ⚔ Galley Rush
11 137 11:33 — —

Resources

Player Food Wood Gold Stone Spent Collected
1,600 1,100 455 0 3,155 3,442
1,940 990 50 0 2,980 3,001
1,550 1,220 0 0 2,770 3,576
1,560 920 140 125 2,745 3,316
1,450 1,220 50 0 2,720 3,261
1,900 615 0 0 2,515 3,319
1,550 915 0 0 2,465 2,707
1,400 350 0 0 1,750 2,877
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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