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Fortress

510191728Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 56m 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
63 3,571 8:12 11:47 23:44 ⛏ Fast Castle
52 2,927 6:29 10:51 25:05 ⛏ Fast Castle
44 2,497 7:22 11:11 28:09 ⛏ Fast Castle
44 2,495 7:27 10:58 32:00 ⛏ Fast Castle
35 1,959 9:11 13:50 17:16 ◆ FC into Fast Imp
33 1,871 6:59 11:26 32:51 ⛏ Fast Castle
33 1,866 7:30 11:37 28:13 ⛏ Fast Castle
29 1,608 7:16 11:03 31:18 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,155 20,660 23,200 1,500 93,515 108,275
33,620 20,470 28,945 7,210 90,245 108,722
39,465 27,910 18,720 3,230 89,325 100,336
29,655 28,934 23,855 5,150 87,594 98,386
25,085 36,955 14,635 1,130 77,805 80,188
20,930 27,395 19,455 5,195 72,975 82,406
24,260 29,358 12,930 2,820 69,368 72,490
22,655 14,600 9,145 1,080 47,480 54,747
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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