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Fortress

510216144Analyzed
4v4 RM · 23h ago on Sep 30, 2026· 44m 5s· 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
🇨🇴 Franks · Colombia
663
+12
🇧🇷 Huns · Brazil
642
+13
🇨🇳 Chinese · China
623
+13
🇬🇧 Poles · United Kingdom
611
+14
🇵🇪 Khmer · Peru
679
-42
551
-12
🇳🇿 Inca · New Zealand
539
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🇨🇱 Malay · Chile
487
-10
Player eAPM Actions Feudal Castle Imperial Opening
28 1,228 — — —
16 686 8:38 13:23 27:24 ⛏ Fast Castle
13 588 9:02 20:04 35:21
12 509 7:27 16:41 30:49 ⛏ Fast Castle
10 434 11:36 20:14 34:16 ⛏ Fast Castle
10 458 8:12 25:18 28:23 ⚔ Skirms into Fast Imp
9 414 11:17 19:10 27:20 ⛏ Fast Castle
0 22 — — —

Resources

Player Food Wood Gold Stone Spent Collected
17,320 14,480 9,435 1,835 43,070 57,250
17,220 14,710 7,650 1,600 41,180 43,002
16,145 13,720 8,245 2,965 41,075 53,954
20,360 6,600 11,620 940 39,520 48,154
13,430 9,070 5,415 1,595 29,510 36,865
9,650 4,235 3,885 400 18,170 22,741
0 125 0 0 125 469
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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