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Hill Fort

504384406Analyzed
4v4 RM · 26d ago on Sep 5, 2026· 57m 34s· 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
40 2,307 10:56 16:00 33:14 ⚔ Archers FC
31 1,760 10:41 17:25 35:58 ⛏ Fast Castle
29 1,694 11:42 16:31 33:20 ⛏ Fast Castle
23 1,320 10:45 15:51 29:59 ⛏ Fast Castle
22 1,239 11:05 15:41 31:38 ⛏ Fast Castle
22 1,293 12:19 16:35 30:51 ⛏ Fast Castle
19 1,113 10:37 20:00 38:44 ⛏ Fast Castle
17 951 11:28 17:55 34:35 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
55,065 20,795 14,615 4,415 94,890 97,395
44,985 16,193 23,090 3,260 87,528 92,442
44,360 23,812 9,055 2,815 80,042 91,750
43,495 19,140 11,495 3,040 77,170 85,707
36,830 14,115 13,480 2,180 66,605 76,329
23,175 25,990 11,625 4,015 64,805 85,001
12,125 16,087 11,940 2,570 42,722 58,248
10,420 15,716 4,975 2,080 33,191 38,529
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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