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Hill Fort

506886737Analyzed
4v4 RM · 17d ago on Sep 15, 2026· 62m 31s· 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
🇨🇦 Georgians · Canada
1621
+13
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1528
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🇮🇩 Spanish · Indonesia
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1625
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🇫🇷 Poles · France
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🇫🇷 Italians · France
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🇫🇷 Vietnamese · France
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Player eAPM Actions Feudal Castle Imperial Opening
52 3,259 9:14 20:21 37:34 ⚔ Scout Rush
45 2,783 11:35 15:09 30:43 ⛏ Fast Castle
42 2,613 11:38 17:27 38:05 ⛏ Fast Castle
38 2,401 10:47 14:48 30:33 ⛏ Fast Castle
36 2,231 12:01 21:34 37:15 ⛏ Fast Castle
33 2,076 10:33 15:55 30:34 ⛏ Fast Castle
20 1,225 10:44 16:40 38:12 ⛏ Fast Castle
17 1,084 10:38 15:17 33:02 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
67,685 25,188 16,545 3,225 112,643 121,876
33,555 40,415 21,580 7,420 102,970 119,048
23,440 46,825 25,895 6,070 102,230 108,883
39,040 26,545 32,535 1,700 99,820 115,054
33,030 27,889 12,005 21,480 94,404 108,275
24,255 32,705 22,785 3,000 82,745 87,185
17,520 32,653 23,215 2,560 75,948 101,113
29,220 21,824 17,515 2,545 71,104 81,178
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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