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Hill Fort

505914389Analyzed
4v4 RM · 21d ago on Sep 11, 2026· 55m 19s· 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
39 2,178 11:11 15:25 27:49 ⛏ Fast Castle
38 2,117 10:47 17:05 34:47 ⛏ Fast Castle
34 1,870 8:14 21:38 25:58 ◆ FC into Fast Imp
34 1,900 11:07 18:38 38:19 ⛏ Fast Castle
33 1,799 10:32 18:41 35:08 ⛏ Fast Castle
30 1,675 9:36 18:13 39:29 ⛏ Fast Castle
28 1,570 10:25 15:42 38:58 ⛏ Fast Castle
22 1,196 10:52 15:29 37:02 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
40,000 32,743 18,295 6,805 97,843 111,190
26,510 23,500 16,990 1,500 68,500 75,612
27,580 20,460 8,400 3,235 59,675 62,644
23,815 21,865 6,700 3,530 55,910 59,974
22,630 15,327 10,190 2,845 50,992 79,060
21,990 17,750 6,240 1,925 47,905 48,998
16,630 17,110 7,840 2,250 43,830 44,198
22,920 10,153 4,610 3,350 41,033 47,218
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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