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Fortress

509552522Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 54m 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
82 4,491 8:51 13:16 25:54 ⛏ Fast Castle
48 2,636 7:00 10:59 27:49 ⛏ Fast Castle
33 1,811 8:05 12:04 30:17 ⛏ Fast Castle
26 1,432 7:16 11:17 29:44 ⛏ Fast Castle
26 1,448 7:49 11:26 30:35 ⛏ Fast Castle
24 1,316 7:05 11:13 26:52 ⛏ Fast Castle
24 1,287 9:02 12:41 33:42 ⛏ Fast Castle
20 1,106 10:48 15:08 30:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
51,645 25,660 27,345 5,945 110,595 117,046
32,670 19,900 23,120 2,580 78,270 84,539
28,520 31,725 12,250 1,250 73,745 79,358
27,450 24,135 16,435 3,600 71,620 82,652
18,870 28,325 19,350 3,750 70,295 85,573
20,670 25,015 13,945 2,270 61,900 87,376
27,320 17,375 13,090 3,300 61,085 63,824
20,640 8,261 8,140 300 37,341 44,078
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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