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Fortress

508212208Analyzed
4v4 RM · 11d ago on Sep 21, 2026· 6m 27s· 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
🇨🇳 Berbers · China
1167
+16
🇨🇳 Sicilians · China
1157
+16
1138
+17
🇨🇳 Italians · China
1108
+18
🇨🇳 Burgundians · China
1315
-24
🇨🇳 Turks · China
1150
-16
🇦🇷 Teutons · Argentina
1141
-16
🇨🇳 Persians · China
1011
-11
Player eAPM Actions Feudal Castle Imperial Opening
33 215 — — —
32 204 — — —
30 193 — — —
27 172 — — —
24 156 — — —
23 149 — — —
18 116 — — —
14 91 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,275 625 0 0 1,900 2,538
1,250 520 0 0 1,770 1,929
1,200 285 0 0 1,485 2,368
1,150 300 0 0 1,450 2,024
750 600 0 0 1,350 1,671
850 380 0 0 1,230 2,021
550 505 0 5 1,060 1,950
750 0 0 0 750 1,338
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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