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Fortress

509147033Analyzed
4v4 RM · 6d ago on Sep 25, 2026· 46m 13s· 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
🇨🇳 Vietnamese · China
1299
+15
🇧🇷 Huns · Brazil
1290
+15
🇫🇷 Persians · France
1265
+16
🇦🇷 Franks · Argentina
1257
+16
🇮🇳 Jurchens · India
1321
-17
🇹🇼 Danes · Taiwan
1309
-17
🇨🇳 Spanish · China
1224
-14
🇦🇷 Turks · Argentina
1220
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 2,396 8:32 13:37 27:59 ⛏ Fast Castle
28 1,277 7:52 11:33 26:53 ⛏ Fast Castle
26 1,184 8:29 12:19 24:29 ⛏ Fast Castle
26 1,188 9:14 13:38 36:45 ⛏ Fast Castle
22 1,031 8:12 12:21 35:43 ⛏ Fast Castle
7 345 8:01 — —
5 248 6:43 — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
46,030 14,270 19,890 1,100 81,290 83,771
36,205 18,870 16,835 3,975 75,885 91,878
29,910 19,200 15,540 2,600 67,250 77,797
12,975 24,165 21,735 725 59,600 74,788
13,325 15,665 8,260 1,505 38,755 41,269
1
1,600 580 0 0 2,180 3,219
1,300 705 0 0 2,005 2,915
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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