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Hill Fort

506563645Analyzed
4v4 RM · 18d ago on Sep 14, 2026· 44m 20s· 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
61 2,698 10:25 15:24 33:29 ⛏ Fast Castle
55 2,443 11:04 15:55 32:58 ⛏ Fast Castle
46 2,049 11:16 15:49 35:30 ⛏ Fast Castle
45 1,974 11:50 15:45 33:08 ⛏ Fast Castle
44 1,946 10:48 15:45 38:20 ⛏ Fast Castle
43 1,896 10:11 14:37 44:09 ⛏ Fast Castle
40 1,778 10:49 14:57 38:43 ⛏ Fast Castle
27 1,209 10:04 15:41 32:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,430 16,274 14,775 2,250 58,729 63,486
23,760 13,066 10,790 2,285 49,901 56,732
22,805 13,777 6,980 1,715 45,277 57,797
19,160 11,400 8,205 3,000 41,765 45,276
19,780 9,993 9,985 1,380 41,138 44,356
20,320 8,640 11,320 850 41,130 48,830
10,925 11,878 7,440 3,460 33,703 36,398
10,850 10,311 4,645 735 26,541 30,182
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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