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Fortress

510183986Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 11m 42s· 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
42 492 7:32 11:06 — ⛏ Fast Castle
37 437 7:43 11:22 — ⛏ Fast Castle
35 405 7:39 11:15 — ⛏ Fast Castle
31 364 7:37 11:31 — ⛏ Fast Castle
30 347 7:39 11:20 — ⛏ Fast Castle
28 325 7:30 11:08 — ⛏ Fast Castle
22 253 6:59 10:46 — ⛏ Fast Castle
21 247 7:14 11:12 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,900 1,625 250 100 4,875 5,216
2,775 1,435 530 0 4,740 4,645
2,450 1,765 200 200 4,615 4,334
2,425 1,600 200 200 4,425 4,680
2,650 1,160 320 0 4,130 4,486
2,475 1,325 200 100 4,100 4,691
2,325 1,285 200 200 4,010 4,214
1,950 645 200 0 2,795 4,791
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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