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Fortress

507340394Analyzed
4v4 RM · 14d ago on Sep 17, 2026· 33m 33s· 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
39 1,292 7:41 11:08 27:25 ⛏ Fast Castle
36 1,207 8:09 11:59 27:25 ⛏ Fast Castle
35 1,158 9:26 13:24 17:07 ◆ FC into Fast Imp
33 1,095 8:28 12:04 — ⛏ Fast Castle
26 858 7:05 10:54 26:57 ⛏ Fast Castle
26 867 7:29 12:47 — ⛏ Fast Castle
25 825 7:04 11:09 33:11 ⛏ Fast Castle
17 580 6:36 11:05 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,655 11,475 10,380 200 39,710 43,507
22,370 9,645 6,845 500 39,360 46,518
14,505 8,320 9,425 380 32,630 38,530
12,690 8,120 8,365 375 29,550 31,455
12,755 9,192 4,240 200 26,387 30,052
11,415 4,720 9,550 0 25,685 25,621
8,950 7,354 1,790 685 18,779 24,982
7,475 6,770 1,680 730 16,655 17,497
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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