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Fortress

507066222Analyzed
4v4 RM · 16d ago on Sep 16, 2026· 60m 18s· 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
49 2,982 8:06 12:14 33:38 ⛏ Fast Castle
49 2,935 7:21 11:16 29:47 ⛏ Fast Castle
40 2,387 8:39 12:17 25:15 ⛏ Fast Castle
36 2,168 7:15 11:41 27:10 ⛏ Fast Castle
31 1,859 8:01 12:51 30:35 ⛏ Fast Castle
30 1,787 8:14 11:56 29:36 ⛏ Fast Castle
23 1,413 7:39 13:47 30:49 ⛏ Fast Castle
21 1,277 9:10 13:26 28:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,415 60,360 36,830 3,930 127,535 131,704
70,030 26,256 22,670 1,500 120,456 144,809
56,615 26,530 21,375 3,075 107,595 118,624
62,540 21,140 13,440 3,155 100,275 104,352
47,635 26,260 21,105 1,435 96,435 106,146
24,175 40,038 19,700 4,045 87,958 106,171
24,735 28,125 14,915 4,235 72,010 84,748
14,540 24,055 18,995 3,695 61,285 72,685
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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