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Fortress

509297933Analyzed
4v4 RM · 5d ago on Sep 26, 2026· 64m 41s· 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
36 2,301 7:56 18:36 38:38 ⛏ Fast Castle
32 2,083 7:53 18:14 35:19 ⛏ Fast Castle
23 1,516 8:40 13:49 30:19 ⛏ Fast Castle
22 1,428 7:19 11:21 27:08 ⛏ Fast Castle
20 1,287 9:55 16:21 29:37 ⛏ Fast Castle
16 1,057 7:34 14:44 29:14 ⛏ Fast Castle
15 969 10:55 16:24 26:25 ⛏ Fast Castle
12 768 9:53 15:05 25:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
47,880 22,223 23,360 3,450 96,913 105,986
41,295 17,055 24,975 2,865 86,190 90,763
34,260 28,115 20,125 3,000 85,500 91,360
33,730 26,775 20,230 2,760 83,495 137,929
34,510 21,195 16,580 4,440 76,725 117,670
24,655 17,200 24,270 2,725 68,850 90,624
21,850 16,650 5,725 4,445 48,670 51,724
18,330 9,645 8,860 1,900 38,735 49,526
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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