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Hill Fort

506291741Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 25m 30s· 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
47 1,186 10:00 14:12 — ⛏ Fast Castle
39 985 10:20 14:11 — ⛏ Fast Castle
36 926 10:18 15:54 22:07 ◆ FC into Fast Imp
34 877 10:58 15:24 — ⛏ Fast Castle
33 848 8:40 20:04 24:26 ⚔ Archers into Fast Imp
28 713 10:19 14:24 — ⛏ Fast Castle
27 682 11:05 15:47 — ⛏ Fast Castle
24 618 10:35 15:02 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,250 4,685 2,335 100 12,370 12,858
5,515 4,829 925 400 11,669 12,134
4,900 4,377 1,085 100 10,462 10,961
4,150 3,220 2,840 210 10,420 11,810
5,600 3,250 805 750 10,405 11,987
4,970 3,445 730 750 9,895 12,199
4,430 2,661 1,200 0 8,291 9,396
4,425 2,370 695 0 7,490 8,662
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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