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Fortified Clearing

518060513Analyzed
2v2 RM · 13d ago on Nov 1, 2026· 43m 14s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
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
🇦🇹 Mongols · Austria
1030
+14
🇩🇪 Vietnamese · Germany
1003
+15
vs
🇨🇴 Chinese · Colombia
1221
-23
🇨🇷 Franks · Costa Rica
732
-6
Player eAPM Actions Feudal Castle Imperial Opening
34 1,455 10:41 14:58 29:32 ⛏ Fast Castle
31 1,322 10:24 17:09 37:24 ⛏ Fast Castle
23 986 12:34 17:16 38:39 ⛏ Fast Castle
13 562 12:51 20:44 32:40 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,755 14,282 9,300 4,210 50,547 60,583
16,625 14,599 9,420 2,100 42,744 45,267
13,150 14,216 9,850 2,965 40,181 42,882
13,940 9,731 6,905 2,250 32,826 38,777
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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