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Hill Fort

506939418Analyzed
4v4 RM · 15d ago on Sep 15, 2026· 48m 35s· 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
🇺🇸 Maya · United States
1746
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🇲🇽 Dravidians · Mexico
1734
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1687
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🇺🇸 Khmer · United States
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🇨🇳 Teutons · China
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Player eAPM Actions Feudal Castle Imperial Opening
53 2,585 10:51 14:39 31:05 ⛏ Fast Castle
49 2,366 8:38 24:24 40:38 ⚔ Archer Rush
49 2,389 11:06 15:12 32:38 ⛏ Fast Castle
42 2,064 10:23 14:26 31:34 ⛏ Fast Castle
38 1,832 9:45 13:50 31:55 ⛏ Fast Castle
36 1,730 11:44 16:29 33:40 ⛏ Fast Castle
34 1,660 8:49 19:32 34:54 ⚔ Scout Rush
31 1,527 11:44 16:04 34:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
40,240 14,115 14,925 4,710 73,990 79,591
30,145 27,682 9,925 3,155 70,907 76,791
28,270 15,530 17,620 1,540 62,960 70,905
27,345 16,895 16,525 1,760 62,525 70,642
23,715 15,065 17,230 4,980 60,990 64,878
18,015 15,033 14,455 1,810 49,313 54,650
15,750 18,687 9,150 4,125 47,712 51,440
13,975 13,965 3,025 1,350 32,315 33,942
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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