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Fortress

509718513Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 41m 57s· 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
68 2,853 7:43 11:25 25:23 ⛏ Fast Castle
63 2,631 8:29 12:17 29:23 ⛏ Fast Castle
52 2,161 6:52 10:47 26:30 ⛏ Fast Castle
40 1,695 7:58 11:38 29:21 ⛏ Fast Castle
37 1,535 8:09 12:36 17:14 ◆ FC into Fast Imp
30 1,260 7:38 10:21 26:36 ⛏ Fast Castle
26 1,071 7:48 11:52 24:58 ⛏ Fast Castle
17 703 7:20 11:11 27:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,670 19,720 16,890 4,045 72,325 76,188
31,515 20,825 12,520 3,085 67,945 70,622
29,535 24,043 11,100 2,400 67,078 69,197
32,420 20,570 11,590 805 65,385 72,284
28,220 17,745 15,285 2,250 63,500 71,042
17,615 23,960 11,980 495 54,050 61,845
13,405 14,230 11,200 505 39,340 43,117
16,235 15,992 5,015 1,715 38,957 43,830
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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