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Fortress

510223805Analyzed
4v4 RM · 9h ago on Sep 30, 2026· 22m 29s· 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
54 1,219 8:21 13:58 — ⛏ Fast Castle
32 724 8:33 12:29 — ⛏ Fast Castle
28 626 8:57 13:52 — ⛏ Fast Castle
26 592 8:26 12:33 — ⛏ Fast Castle
24 534 9:20 13:05 — ⛏ Fast Castle
22 504 7:19 11:44 — ⛏ Fast Castle
19 428 6:35 14:32 — ⚔ FC into Archers
12 275 7:57 11:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,285 4,330 455 1,140 18,210 19,801
6,900 5,940 200 955 13,995 16,839
6,560 4,080 2,265 275 13,180 14,280
5,810 4,515 915 375 11,615 12,742
6,085 3,155 1,270 320 10,830 11,250
4,885 3,985 1,165 300 10,335 11,552
4,770 3,755 1,210 200 9,935 10,860
5,105 2,470 2,035 100 9,710 11,039
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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