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Hill Fort

505385868Analyzed
4v4 RM · 23d ago on Sep 9, 2026· 44m 46s· 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
🇨🇳 Franks · China
1340
+21
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1330
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🇨🇳 Mongols · China
1328
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🇹🇼 Poles · Taiwan
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🇨🇳 Spanish · China
1457
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🇲🇽 Romans · Mexico
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🇲🇽 Burmese · Mexico
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🇺🇸 Aztecs · United States
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Player eAPM Actions Feudal Castle Imperial Opening
47 2,118 10:28 15:23 36:40 ⛏ Fast Castle
44 1,985 9:59 13:57 35:16 ⛏ Fast Castle
41 1,827 11:25 15:48 42:28 ⛏ Fast Castle
41 1,845 10:52 17:28 36:04 ⛏ Fast Castle
39 1,767 10:59 15:10 35:14 ⛏ Fast Castle
30 1,331 10:20 14:45 — ⛏ Fast Castle
25 1,112 10:51 14:56 — ⛏ Fast Castle
23 1,042 10:51 15:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,875 13,425 11,885 3,030 52,215 53,550
23,815 10,850 12,705 1,315 48,685 55,878
21,160 14,485 10,400 1,095 47,140 53,818
15,250 8,050 11,170 3,650 38,120 39,687
7,925 10,243 7,675 1,450 27,293 30,888
13,035 6,750 6,295 500 26,580 27,183
6,785 8,960 6,075 630 22,450 23,197
6,000 10,880 3,650 400 20,930 28,043
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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