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Fortress

510031512Analyzed
4v4 RM · 5d ago on Sep 29, 2026· 56m 56s· 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
38 2,149 6:20 11:06 31:52 ⛏ Fast Castle
30 1,725 7:52 12:25 30:33 ⛏ Fast Castle
29 1,672 8:48 11:47 17:41 ◆ FC into Fast Imp
27 1,556 5:30 11:48 — ⛏ Fast Castle
27 1,513 8:27 13:16 27:48 ⛏ Fast Castle
26 1,491 8:27 13:23 36:47 ⛏ Fast Castle
20 1,156 7:20 11:45 28:04 ⛏ Fast Castle
16 898 7:51 14:59 30:03 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
38,880 17,935 17,385 3,085 77,285 80,138
41,760 16,280 14,645 1,950 74,635 91,477
30,325 14,665 22,020 1,330 68,340 82,724
27,315 21,463 15,465 3,535 67,778 96,065
24,395 18,960 14,325 3,550 61,230 86,852
19,240 10,190 9,565 3,785 42,780 48,521
13,130 16,785 10,880 775 41,570 48,862
12,555 9,210 3,635 1,180 26,580 27,220
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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