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Fortress

509913483Analyzed
4v4 RM · 3d ago on Sep 28, 2026· 32m 41s· 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
🇹🇼 Varangians · Taiwan
1109
+14
🇬🇧 Bohemians · United Kingdom
1090
+15
🇹🇷 Huns · Türkiye
1068
+16
🇵🇪 Saxons · Peru
1028
+18
🇨🇱 Armenians · Chile
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🇦🇷 Inca · Argentina
1098
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🇧🇷 Turks · Brazil
1047
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🇨🇳 Franks · China
1014
-14
Player eAPM Actions Feudal Castle Imperial Opening
30 975 7:11 11:25 24:36 ⛏ Fast Castle
29 943 10:39 15:08 19:05 ◆ FC into Fast Imp
27 875 5:52 11:41 — ⛏ Fast Castle
23 742 8:54 13:17 26:57 ⛏ Fast Castle
16 526 9:17 13:14 24:02 ⛏ Fast Castle
15 500 8:32 12:35 — ⛏ Fast Castle
8 262 8:28 12:30 — ⛏ Fast Castle
0 12 — — —

Resources

Player Food Wood Gold Stone Spent Collected
17,890 11,845 8,375 1,700 39,810 42,832
16,015 7,360 3,720 300 27,395 33,182
12,070 8,660 3,910 1,105 25,745 27,085
10,585 9,940 4,220 540 25,285 28,096
6,255 10,660 4,680 2,700 24,295 26,522
7,300 3,945 4,175 100 15,520 19,370
5,200 4,030 250 255 9,735 11,142
50 0 0 0 50 3,953
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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