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← Port Moresby

Fortress

509534743Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 44m 48s· 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 1,110 8:19 12:10 28:11 ⛏ Fast Castle
25 1,129 8:57 12:31 26:50 ⛏ Fast Castle
24 1,057 7:54 13:22 28:55 ⛏ Fast Castle
21 921 6:38 13:24 22:12 ⛏ Fast Castle
20 899 8:54 12:43 27:37 ⛏ Fast Castle
18 793 8:58 13:16 26:24 ⛏ Fast Castle
17 772 8:11 14:09 28:36 ⛏ Fast Castle
16 705 8:49 12:25 24:05 ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
36,670 25,090 13,130 3,340 78,230 80,254
26,885 15,780 20,920 2,145 65,730 70,420
22,325 21,715 11,620 985 56,645 59,720
20,955 15,930 14,880 1,600 53,365 64,005
19,220 17,505 13,045 3,215 52,985 60,485
17,020 17,550 8,210 3,950 46,730 61,366
13,185 11,085 7,960 205 32,435 33,145
12,740 11,765 4,210 1,780 30,495 33,648
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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