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Hill Fort

504120024Analyzed
4v4 RM · 28d ago on Sep 4, 2026· 21m 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
🇷🇴 Maya · Romania
1244
+16
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1221
+17
🇨🇦 Wei · Canada
1219
+17
🇩🇪 Britons · Germany
1204
+18
🇨🇱 Khmer · Chile
1278
-19
🇨🇱 Hindustanis · Chile
1265
-18
🇨🇱 Vikings · Chile
1234
-17
🇨🇱 Japanese · Chile
1176
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 826 10:11 — — ⚔ Archers into Scouts
30 644 11:05 — —
30 641 10:52 16:35 — ⛏ Fast Castle
21 441 10:43 15:56 — ⛏ Fast Castle
21 446 — — —
2 34 — — —
1 26 — — —
0 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,475 3,340 675 0 8,490 9,714
4,205 2,530 460 650 7,845 8,051
3,800 2,620 250 300 6,970 7,088
3,015 2,765 945 0 6,725 8,106
50 669 50 0 769 963
200 0 0 0 200 399
0 0 0 0 0 187
0 0 0 0 0 0
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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