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Fortress

510212783Analyzed
4v4 RM · 20h ago on Sep 30, 2026· 22m 44s· 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
🇵🇪 Byzantines · Peru
632
+16
🇬🇧 Khmer · United Kingdom
605
+17
🇨🇱 Malay · Chile
464
+23
🇨🇳 Portuguese · China
385
+26
🇲🇽 Persians · Mexico
664
-22
🇨🇦 Romans · Canada
640
-21
🇬🇧 Saracens · United Kingdom
632
-21
🇨🇦 Turks · Canada
547
-18
Player eAPM Actions Feudal Castle Imperial Opening
26 587 9:21 19:00 —
22 490 9:25 15:23 — ⛏ Fast Castle
13 297 9:48 16:32 — ⚔ FC into Skirms
10 227 9:19 13:43 — ⛏ Fast Castle
10 227 10:18 16:48 — ◆ FC into Fast Imp
10 225 9:54 15:42 — ⛏ Fast Castle
9 208 9:15 — — ⚔ Skirmisher Rush
8 178 12:09 20:09 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,300 4,725 995 650 14,670 15,595
4,835 3,905 1,100 950 10,790 11,607
5,475 3,262 400 100 9,237 10,968
4,775 2,725 390 1,170 9,060 11,624
4,170 3,330 690 870 9,060 12,821
4,830 2,365 1,000 650 8,845 11,253
4,150 2,885 200 310 7,545 10,672
3,765 3,420 195 110 7,490 9,839
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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