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Fortress

510199538Analyzed
4v4 RM · 1d ago on Sep 29, 2026· 55m 50s· 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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1193
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Player eAPM Actions Feudal Castle Imperial Opening
44 2,454 6:44 11:08 25:32 ⛏ Fast Castle
42 2,356 7:05 11:29 33:32 ⛏ Fast Castle
35 1,931 6:24 11:27 29:02 ⛏ Fast Castle
32 1,806 7:53 11:57 25:08 ⛏ Fast Castle
29 1,640 8:06 12:36 30:21 ⛏ Fast Castle
25 1,409 7:06 12:30 27:00 ⛏ Fast Castle
24 1,364 9:06 13:16 17:46 ◆ FC into Fast Imp
22 1,233 7:21 11:35 25:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
45,170 22,730 44,470 1,450 113,820 120,241
40,060 22,770 20,145 5,140 88,115 95,863
32,235 18,105 19,745 3,195 73,280 86,454
38,435 13,935 11,130 3,870 67,370 98,074
22,880 20,940 18,640 1,130 63,590 74,093
23,905 21,880 7,890 2,425 56,100 56,930
21,610 24,860 1,860 1,585 49,915 62,669
19,115 12,865 15,470 300 47,750 54,032
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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