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Fortress

507514979Analyzed
4v4 RM · 14d ago on Sep 18, 2026· 5m 29s· 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
🇧🇷 Jurchens · Brazil
847
+15
🇺🇸 Turks · United States
784
+17
🇬🇧 Spanish · United Kingdom
784
+17
🇧🇪 Franks · Belgium
779
+36
🇪🇸 Goths · Spain
851
-18
🇨🇳 Gurjaras · China
825
-17
🇨🇳 Ethiopians · China
787
-16
🇭🇰 Portuguese · Hong Kong SAR China
782
-15
Player eAPM Actions Feudal Castle Imperial Opening
29 157 — — —
22 123 — — —
17 95 — — —
16 88 — — —
15 81 — — —
11 60 — — —
7 40 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,200 300 50 0 1,550 2,003
950 200 0 0 1,150 1,730
850 280 0 0 1,130 1,602
850 200 50 0 1,100 1,486
550 480 0 0 1,030 970
650 0 0 0 650 1,474
400 100 50 0 550 1,068
0 0 0 0 0 0
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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