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Fortress

509518669Analyzed
4v4 RM · 5d ago on Sep 27, 2026· 46m 35s· 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
50 2,342 7:08 11:21 22:23 ⛏ Fast Castle
41 1,900 8:19 12:49 30:12 ⛏ Fast Castle
32 1,502 7:42 11:41 29:09 ⛏ Fast Castle
31 1,442 7:16 11:15 24:07 ⛏ Fast Castle
28 1,306 8:14 12:34 29:43 ⛏ Fast Castle
28 1,302 7:47 12:16 30:00 ⛏ Fast Castle
28 1,293 9:01 16:38 44:45 ⛏ Fast Castle
21 986 7:49 13:25 25:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,765 20,895 14,360 2,940 62,960 74,645
17,270 23,470 18,805 1,600 61,145 71,730
31,710 9,390 13,000 3,490 57,590 67,635
25,415 23,700 4,620 825 54,560 57,667
19,835 12,690 10,815 1,140 44,480 51,053
11,600 13,584 9,205 2,200 36,589 46,324
16,380 10,615 4,320 5,085 36,400 40,457
11,875 4,215 8,775 1,625 26,490 37,421
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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