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Hill Fort

506529852Analyzed
4v4 RM · 20d ago on Sep 13, 2026· 38m 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
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Player eAPM Actions Feudal Castle Imperial Opening
56 2,156 11:02 19:47 — ⚔ Archer Rush
56 2,140 10:27 17:45 36:11 ⛏ Fast Castle
50 1,919 10:58 19:39 29:19 ⛏ Fast Castle
36 1,387 11:59 29:18 33:59 ⛏ Fish Boom FC into Fast Imp
21 790 12:00 16:16 — ⛏ Fast Castle
17 665 9:06 13:19 — ⛏ Fast Castle
17 669 11:02 18:25 38:18 ⛏ Fast Castle
15 573 11:48 20:33 36:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,730 17,400 4,445 3,835 41,410 44,132
19,075 14,151 300 1,965 35,491 39,946
16,825 8,060 5,630 1,500 32,015 38,585
12,375 7,865 6,625 850 27,715 30,052
10,185 9,521 2,700 1,450 23,856 28,774
7,485 8,125 3,335 850 19,795 25,550
8,240 7,288 3,275 545 19,348 20,938
4,035 7,545 6,560 0 18,140 19,117
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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