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Hill Fort

505929130Analyzed
4v4 RM · 20d ago on Sep 11, 2026· 93m 48s· 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
46 4,361 10:02 15:54 34:54 ⛏ Fast Castle
37 3,459 9:55 19:08 38:59 ⛏ Fast Castle
35 3,325 11:29 15:39 35:57 ⛏ Fast Castle
34 3,177 9:06 17:55 37:53 ⛏ Fast Castle
31 2,940 12:19 18:53 43:31 ⛏ Fast Castle
28 2,656 10:50 18:12 41:53 ⛏ Fast Castle
26 2,431 11:00 15:19 39:07 ⛏ Fast Castle
20 1,831 11:56 20:34 39:53 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
56,145 47,620 31,140 4,725 139,630 150,219
59,585 28,660 34,510 2,150 124,905 134,848
57,895 36,435 16,870 6,130 117,330 120,902
34,925 54,578 16,870 3,235 109,608 111,052
45,935 37,780 18,665 4,755 107,135 123,407
31,185 35,839 16,245 2,365 85,634 115,942
36,635 19,344 18,105 3,385 77,469 89,207
11,030 12,410 4,250 990 28,680 30,677
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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