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Fortress

510043319Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 46m 48s· 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
🇺🇸 Cumans · United States
830
+12
🇺🇸 Magyars · United States
799
+13
🇺🇸 Armenians · United States
748
+15
🇺🇸 Huns · United States
716
+17
🇦🇷 Vikings · Argentina
817
-45
🇪🇸 Bohemians · Spain
746
-15
🇺🇸 Britons · United States
715
-13
🇨🇿 Teutons · Czechia
676
-12
Player eAPM Actions Feudal Castle Imperial Opening
32 1,476 7:07 23:56 36:59 ⚔ Scout Rush
21 960 11:25 23:06 — ⚔ Scout Rush
15 679 8:11 24:17 41:43
10 467 7:41 21:13 — ⚔ Archer Rush
10 468 8:10 29:50 41:17 ⛏ Fast Castle
6 269 7:11 11:57 — ⛏ Fast Castle
5 212 7:43 15:50 — ⛏ Fast Castle
1 54 — — —

Resources

Player Food Wood Gold Stone Spent Collected
12,980 3,760 7,020 1,300 25,060 28,092
11,965 4,440 4,395 0 20,800 31,898
8,530 3,080 4,050 0 15,660 28,115
6,960 4,870 3,295 225 15,350 18,416
5,730 5,830 1,875 1,500 14,935 18,146
3,975 5,520 3,100 0 12,595 21,246
4,110 2,820 505 310 7,745 10,509
500 200 0 0 700 3,598
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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