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Hill Fort

504568356Analyzed
3v3 RM · 27d ago on Sep 5, 2026· 33m 50s· 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
🇧🇷 Tatars · Brazil
576
+13
🇹🇷 Aztecs · Türkiye
547
+14
🇹🇷 Spanish · Türkiye
494
+15
🇬🇷 Bohemians · Greece
521
-15
🇬🇷 Britons · Greece
505
-14
🇬🇷 Britons · Greece
480
-13
Player eAPM Actions Feudal Castle Imperial Opening
16 528 13:42 18:23 — ⛏ Fast Castle
14 471 13:56 19:27 — ⛏ Fast Castle
14 463 12:17 24:31 — ⚔ Scout Rush
13 430 15:14 23:16 — ⛏ Fast Castle
12 391 13:02 22:35 — ⛏ Fast Castle
7 227 13:45 27:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,485 6,190 2,460 1,420 17,555 18,185
4,900 6,285 1,040 1,630 13,855 18,231
6,050 5,082 1,730 980 13,842 17,722
6,355 4,480 940 850 12,625 12,834
6,350 4,965 200 425 11,940 16,657
3,525 3,690 550 100 7,865 9,853
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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