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Fortress

509746362Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 51m 11s· 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 2,744 7:41 12:13 28:09 ⛏ Fast Castle
51 2,599 7:39 11:25 39:56 ⛏ Fast Castle
51 2,588 7:39 11:29 30:24 ⛏ Fast Castle
51 2,591 8:05 12:04 27:00 ⛏ Fast Castle
38 1,956 7:34 11:01 26:22 ⚔ Drush FC
30 1,541 7:06 11:07 26:47 ⛏ Fast Castle
24 1,238 7:10 11:10 28:59 ⛏ Fast Castle
17 850 7:12 10:49 26:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
40,380 25,090 23,680 1,735 90,885 108,148
39,120 21,955 20,330 6,860 88,265 117,814
36,830 33,140 14,175 2,600 86,745 93,538
44,990 16,217 20,670 1,170 83,047 86,842
21,360 32,840 20,730 3,820 78,750 85,768
24,805 17,915 23,825 2,985 69,530 76,954
18,510 24,310 9,190 2,695 54,705 60,270
18,445 14,145 8,245 2,350 43,185 48,820
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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