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Fortress

509264044Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 45m 40s· 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
25 1,144 8:22 17:57 23:50 ◆ FC into Fast Imp
18 809 9:20 13:52 32:51 ⛏ Fast Castle
17 788 9:21 15:10 34:38 ⛏ Fast Castle
17 759 9:42 17:11 29:43 ⛏ Fast Castle
13 584 7:51 16:49 35:52 ⛏ Fast Castle
12 552 6:25 17:48 35:52 ⛏ Fast Castle
11 496 9:26 17:36 35:40 ⛏ Fast Castle
9 433 11:09 18:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,975 22,635 15,460 1,785 65,855 71,267
24,305 13,030 16,895 1,925 56,155 64,170
13,685 18,780 11,465 1,575 45,505 51,501
17,515 11,915 13,015 1,870 44,315 49,878
11,160 15,105 9,730 1,540 37,535 44,020
15,340 8,410 7,565 2,210 33,525 37,346
7,700 11,155 5,390 705 24,950 31,737
5,850 5,695 570 1,525 13,640 15,681
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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