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Fortress

509512226Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 62m 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
30 1,863 6:49 13:54 31:01 ⛏ Fast Castle
29 1,796 8:44 13:03 38:10 ⛏ Fast Castle
24 1,490 8:44 13:18 29:23 ⛏ Fast Castle
21 1,334 7:58 12:51 32:28 ⛏ Fast Castle
16 1,009 7:24 14:52 26:13 ⛏ Fast Castle
16 1,009 8:36 14:58 29:58 ⛏ Fast Castle
15 940 6:28 13:10 26:56 ⛏ Fast Castle
8 482 7:05 15:41 31:01 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
38,860 51,440 23,945 3,915 118,160 132,306
31,540 22,543 20,935 3,185 78,203 101,340
27,385 21,835 22,550 3,555 75,325 115,726
27,455 16,945 20,840 1,225 66,465 78,257
23,505 24,105 15,050 1,800 64,460 66,104
22,005 20,560 18,020 1,025 61,610 77,634
14,695 22,535 12,940 2,550 52,720 55,633
19,055 7,030 3,685 1,700 31,470 35,218
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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