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Fortress

507220150Analyzed
4v4 RM · 16d ago on Sep 17, 2026· 31m 36s· 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
51 1,605 7:25 10:55 25:21 ⛏ Fast Castle
45 1,425 7:11 11:16 26:39 ⛏ Fast Castle
36 1,123 7:03 9:59 25:57 ⛏ Fast Castle
28 875 8:32 13:04 29:01 ⛏ Fast Castle
24 756 7:34 11:42 26:10 ⛏ Fast Castle
21 679 7:14 11:39 28:59 ⛏ Fast Castle
20 634 5:53 17:12 — ⛏ Fast Castle
15 484 8:38 12:58 27:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,280 10,718 9,830 1,250 46,078 48,919
20,185 10,025 6,455 1,050 37,715 44,047
12,550 10,195 6,045 935 29,725 35,596
10,375 8,525 3,580 2,900 25,380 29,238
12,695 7,220 3,555 950 24,420 30,659
9,525 7,445 5,580 1,500 24,050 26,023
12,120 5,740 4,085 1,545 23,490 27,779
9,495 5,640 2,905 200 18,240 22,076
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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