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Hill Fort

505017471Analyzed
4v4 RM · 24d ago on Sep 7, 2026· 48m 20s· 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
🇧🇷 Bulgarians · Brazil
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Player eAPM Actions Feudal Castle Imperial Opening
31 1,518 9:51 17:08 34:13 ⛏ Fast Castle
30 1,462 10:47 16:56 29:42 ⛏ Fast Castle
29 1,414 9:04 14:26 32:41 ⛏ Fast Castle
24 1,175 12:39 20:06 34:23 ⛏ Fast Castle
23 1,109 11:42 20:33 30:57 ⚔ FC into Archers
21 1,034 11:28 15:24 29:53 ⛏ Fast Castle
21 998 11:35 15:46 36:53 ⛏ Fast Castle
17 825 11:12 19:10 33:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,020 16,848 15,435 5,175 73,478 87,818
33,390 18,035 11,460 4,125 67,010 71,959
26,710 23,159 10,140 1,725 61,734 65,811
23,030 16,933 17,325 2,250 59,538 68,632
23,695 21,286 9,025 5,000 59,006 70,224
19,350 24,515 12,395 2,525 58,785 61,106
18,920 22,970 11,645 3,180 56,715 72,565
30,115 12,845 11,215 2,405 56,580 64,250
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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