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Fortress

507431581Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 33m 3s· 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
59 1,937 8:04 12:24 24:15 ⛏ Fast Castle
39 1,305 7:30 11:08 23:57 ⛏ Fast Castle
38 1,244 9:20 12:51 26:19 ⛏ Fast Castle
38 1,265 7:40 11:08 — ⛏ Fast Castle
37 1,212 7:39 11:16 25:45 ⛏ Fast Castle
33 1,097 7:31 11:22 32:30 ⛏ Fast Castle
31 1,009 7:33 11:09 26:57 ⛏ Fast Castle
27 885 7:38 11:13 26:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,155 15,028 6,250 3,715 46,148 48,464
18,355 16,175 6,955 2,350 43,835 48,376
20,275 9,375 7,440 2,670 39,760 43,625
14,190 13,810 6,590 2,415 37,005 45,402
19,405 9,140 6,060 1,930 36,535 39,013
15,010 10,305 4,085 2,865 32,265 37,757
11,135 11,743 5,235 400 28,513 31,281
9,025 12,510 4,540 1,050 27,125 28,235
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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