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Fortress

510221701Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 42m 3s· 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
20 837 9:06 13:37 32:08 ⛏ Fast Castle
16 677 6:38 13:26 37:57 ⛏ Fast Castle
15 636 7:16 15:24 39:12 ⛏ Fast Castle
12 499 8:51 17:23 — ⛏ Fast Castle
11 481 7:39 19:38 23:33 ◆ FC into Fast Imp
10 401 7:33 18:29 36:09 ⛏ Fast Castle
8 357 7:58 20:24 — ⚔ Scout Rush
8 340 8:12 17:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,820 12,325 4,760 3,200 40,105 45,991
12,210 13,200 4,925 480 30,815 37,617
14,590 6,505 7,940 820 29,855 37,541
12,730 8,835 5,835 1,010 28,410 31,595
9,740 6,395 5,325 1,950 23,410 27,327
7,410 5,490 2,355 430 15,685 20,772
4,925 5,325 3,455 405 14,110 17,437
7,775 3,565 1,285 455 13,080 17,705
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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