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Fortress

509935007Analyzed
4v4 RM · 2d ago on Sep 28, 2026· 49m 14s· 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
45 2,197 7:56 11:31 33:18 ⛏ Fast Castle
38 1,873 7:56 11:08 24:40 ⛏ Fast Castle
37 1,829 7:07 11:09 24:19 ⛏ Fast Castle
35 1,703 7:40 11:54 24:52 ⛏ Fast Castle
25 1,252 7:12 11:41 24:35 ⛏ Fast Castle
21 1,033 7:29 11:57 26:35 ⛏ Fast Castle
18 900 6:36 17:45 39:51 ⛏ Fast Castle
14 713 8:13 12:30 28:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
46,735 15,780 30,090 3,700 96,305 99,831
35,420 24,430 17,295 2,455 79,600 85,837
28,940 18,195 25,670 1,865 74,670 91,404
34,070 22,945 10,745 4,415 72,175 86,483
31,375 21,810 10,425 2,180 65,790 75,666
18,275 24,620 15,295 2,900 61,090 73,310
20,365 23,095 10,415 3,465 57,340 59,735
19,370 20,033 6,710 2,000 48,113 52,496
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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