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Fortress

509754413Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 53m 2s· 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
20 1,035 8:36 13:23 26:31 ⛏ Fast Castle
16 824 9:24 14:45 30:41 ⛏ Fast Castle
15 772 8:13 14:31 32:58 ⛏ Fast Castle
14 730 10:06 14:28 31:18 ⛏ Fast Castle
14 731 7:10 16:19 35:27 ⛏ Fast Castle
13 671 10:37 20:27 38:36 ⛏ Fast Castle
13 676 7:57 17:46 43:00
10 524 12:24 26:00 31:52 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
29,745 18,735 17,845 705 67,030 93,086
29,495 15,700 16,735 2,930 64,860 81,804
23,025 17,905 9,155 2,350 52,435 57,625
24,310 13,635 8,540 3,650 50,135 63,138
27,195 9,185 10,175 3,000 49,555 68,699
22,360 10,670 12,810 3,575 49,415 56,768
21,870 10,380 8,865 1,115 42,230 53,823
12,430 11,010 4,105 1,350 28,895 30,053
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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