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Hill Fort

504631131Analyzed
3v3 RM · 25d ago on Sep 6, 2026· 60m 48s· 6 players
Game mode
Random Map
Map size
Normal (6 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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1072
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1267
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Player eAPM Actions Feudal Castle Imperial Opening
37 2,248 12:12 16:54 38:52 ⛏ Fast Castle
34 2,073 10:43 19:52 42:00 ⛏ Fast Castle
32 1,971 10:50 16:51 34:37 ⚔ Archers FC
30 1,823 11:01 14:56 38:00 ⛏ Fast Castle
23 1,369 11:38 19:40 37:18 ⛏ Fast Castle
22 1,365 9:27 19:04 43:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
38,230 13,505 19,770 3,000 74,505 76,145
16,350 24,590 20,690 3,575 65,205 87,823
38,115 16,050 9,325 995 64,485 69,859
28,805 15,275 7,410 750 52,240 63,992
24,485 14,012 8,425 2,060 48,982 49,269
14,300 16,221 14,685 1,710 46,916 51,641
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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