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Fortress

510220438Analyzed
4v4 RM · 10h ago on Sep 30, 2026· 93m 24s· 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
56 5,212 7:56 12:29 29:23 ⛏ Fast Castle
42 3,958 7:48 11:46 31:33 ⛏ Fast Castle
39 3,686 8:41 12:22 37:19 ⛏ Fast Castle
37 3,452 8:40 12:40 31:06 ⛏ Fast Castle
28 2,652 9:56 13:54 26:17 ⛏ Fast Castle
28 2,599 8:23 17:30 31:15 ⚔ Scout Rush
22 2,059 8:16 12:09 35:58 ⛏ Fast Castle
20 1,872 8:46 12:30 27:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
74,040 32,003 60,100 10,050 176,193 202,569
26,500 81,065 51,380 4,015 162,960 214,358
55,760 58,250 24,065 4,745 142,820 192,252
57,650 42,408 33,270 7,305 140,633 202,148
57,435 16,448 60,030 5,705 139,618 206,238
66,470 51,450 6,810 1,660 126,390 130,198
46,235 56,329 10,075 7,505 120,144 159,887
53,725 34,760 14,915 2,640 106,040 117,571
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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