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Fortress

509942885Analyzed
4v4 RM · 2d ago on Sep 28, 2026· 47m 58s· 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
🇵🇪 Bengalis · Peru
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Player eAPM Actions Feudal Castle Imperial Opening
37 1,788 8:22 12:26 27:26 ⛏ Fast Castle
35 1,682 7:35 11:14 35:38 ⛏ Fast Castle
34 1,613 7:54 11:49 29:39 ⛏ Fast Castle
28 1,345 7:23 11:13 33:58 ⛏ Fast Castle
27 1,287 8:42 11:45 29:07 ⛏ Fast Castle
23 1,114 7:36 11:28 24:16 ⛏ Fast Castle
22 1,076 6:06 11:01 35:16 ⛏ Fast Castle
17 795 7:34 11:32 26:10 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,125 21,260 18,480 6,900 83,765 87,638
22,100 33,140 19,500 900 75,640 86,061
30,615 23,806 11,460 1,830 67,711 70,616
39,225 14,665 13,390 405 67,685 67,441
27,250 14,730 18,425 5,150 65,555 72,496
23,135 12,195 12,090 3,140 50,560 53,603
17,280 16,325 10,115 2,150 45,870 58,020
17,210 16,350 10,585 515 44,660 52,832
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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