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Fortress

509299619Analyzed
4v4 RM · 4d ago on Sep 26, 2026· 32m 44s· 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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1617
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1613
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1590
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Player eAPM Actions Feudal Castle Imperial Opening
54 1,770 7:00 10:32 25:04 ⛏ Fast Castle
43 1,396 6:43 10:16 24:22 ⛏ Fast Castle
42 1,366 7:38 11:22 24:49 ⛏ Fast Castle
40 1,300 8:13 11:08 22:54 ⛏ Fast Castle
39 1,288 7:51 11:32 24:22 ⛏ Fast Castle
39 1,264 7:09 10:48 32:02 ⛏ Fast Castle
32 1,057 7:49 11:32 26:36 ⛏ Fast Castle
27 894 6:48 11:03 30:37 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,735 13,690 6,215 3,650 45,290 49,380
21,060 12,430 7,815 3,130 44,435 46,305
20,195 12,150 8,620 1,800 42,765 51,175
20,460 11,980 7,725 365 40,530 42,839
18,720 12,440 4,015 1,630 36,805 44,514
16,295 11,680 6,420 850 35,245 42,557
10,925 9,629 2,710 1,025 24,289 28,366
6,955 6,028 4,235 1,105 18,323 19,349
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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