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Fortress

509645840Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 42m 4s· 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
34 1,415 8:39 12:32 31:48 ⛏ Fast Castle
33 1,390 7:17 10:47 26:05 ⛏ Fast Castle
29 1,203 7:17 11:03 26:49 ⛏ Fast Castle
28 1,169 7:50 12:28 27:45 ⛏ Fast Castle
24 1,016 8:26 12:24 27:43 ⛏ Fast Castle
21 885 7:13 10:55 24:30 ⛏ Fast Castle
17 702 7:31 11:56 30:27 ⛏ Fast Castle
15 635 7:20 11:10 24:27 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,605 11,965 19,550 1,975 70,095 73,836
22,035 25,175 13,650 4,170 65,030 71,278
20,720 25,555 12,565 2,895 61,735 71,274
18,725 20,610 11,085 3,790 54,210 66,593
22,705 13,980 12,685 1,360 50,730 53,834
16,935 23,050 8,735 1,825 50,545 57,987
21,690 12,370 9,800 1,150 45,010 50,738
6,800 8,200 6,710 255 21,965 25,323
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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