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Fortress

509274988Analyzed
4v4 RM · 7d ago on Sep 26, 2026· 1m 55s· 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
1124
+17
🇲🇽 Khmer · Mexico
1110
+17
🇲🇽 Celts · Mexico
1068
+19
🇲🇽 Romans · Mexico
1058
+19
🇺🇸 Japanese · United States
1151
-19
🇺🇸 Mongols · United States
1141
-18
🇺🇸 Britons · United States
1137
-18
🇺🇸 Portuguese · United States
1101
-17
Player eAPM Actions Feudal Castle Imperial Opening
51 98 — — —
28 54 — — —
26 50 — — —
25 48 — — —
20 39 — — —
15 29 — — —
12 23 — — —
4 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
0 200 0 0 200 14
0 100 0 0 100 70
0 0 50 0 50 60
0 0 0 0 0 90
0 0 0 0 0 0
0 0 0 0 0 180
0 0 0 0 0 74
0 0 0 0 0 0
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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