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Fortress

507859237Analyzed
4v4 RM · 11d ago on Sep 20, 2026· 44m 18s· 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
21 912 8:47 16:05 26:07 ⛏ Fast Castle
17 749 8:52 22:59 26:48 ⛏ Fast Imperial
17 737 8:50 13:47 28:16 ⛏ Fast Castle
16 690 6:27 14:21 32:12 ⛏ Fast Castle
13 580 6:43 18:55 36:21 ⛏ Fast Castle
11 506 7:32 11:31 36:08 ⛏ Fast Castle
10 423 8:13 18:26 31:11 ⛏ Fast Castle
8 367 7:56 27:50 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,390 17,431 11,990 1,885 48,696 61,081
18,135 18,835 7,920 1,705 46,595 51,011
21,300 12,025 6,785 2,500 42,610 62,588
19,400 14,540 4,870 215 39,025 48,509
11,200 6,970 6,415 2,035 26,620 32,170
10,580 8,315 6,615 950 26,460 31,402
7,550 6,883 6,290 375 21,098 23,574
8,760 5,975 2,260 1,525 18,520 20,230
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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