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Fortress

508372678Analyzed
4v4 RM · 9d ago on Sep 22, 2026· 42m 43s· 8 players
Game mode
Random Map
Map size
Huge
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
36 1,547 8:59 15:35 28:58 ⛏ Fast Castle
23 994 9:11 13:39 26:31 ⛏ Fast Castle
23 976 8:00 16:13 26:54 ⛏ Fast Castle
15 624 6:42 14:01 28:56 ⛏ Fast Castle
12 514 9:07 14:36 27:04 ⛏ Fast Castle
12 507 9:15 13:50 27:04 ⛏ Fast Castle
9 389 8:52 14:55 29:16 ⛏ Fast Castle
9 366 8:59 13:40 34:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,745 36,990 9,320 3,330 72,385 76,244
24,390 16,150 13,145 1,805 55,490 61,439
25,120 13,625 11,385 1,655 51,785 58,012
19,615 11,545 8,185 3,155 42,500 50,335
18,085 11,090 10,630 1,595 41,400 44,978
18,255 13,320 7,185 2,375 41,135 62,950
16,200 13,460 7,850 1,815 39,325 46,396
7,425 8,140 4,645 960 21,170 21,945
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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