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Fortress

510146939Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 50m 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
43 2,163 7:25 12:19 26:44 ⛏ Fast Castle
36 1,810 8:03 12:44 29:42 ⛏ Fast Castle
29 1,462 8:03 11:37 24:28 ⛏ Fast Castle
23 1,176 10:03 14:26 32:37 ⛏ Fast Castle
19 958 8:04 12:00 29:04 ⛏ Fast Castle
16 828 7:32 12:58 33:30 ⛏ Fast Castle
13 639 8:42 13:13 30:52 ⛏ Fast Castle
12 622 7:59 11:57 33:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,325 33,060 24,925 3,000 95,310 127,985
42,035 16,240 31,420 3,615 93,310 110,265
16,325 26,260 24,445 1,170 68,200 78,924
35,195 26,350 2,950 600 65,095 66,332
21,955 14,775 9,220 2,350 48,300 75,476
18,280 12,100 7,970 1,135 39,485 45,241
11,200 11,170 8,785 1,625 32,780 42,276
12,120 5,340 6,335 1,800 25,595 30,074
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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