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Fortress

509658162Analyzed
4v4 RM · 22d ago on Sep 27, 2026· 3m 7s· 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
🇲🇽 Sicilians · Mexico
1065
+15
🇨🇦 Cumans · Canada
1047
+15
🇺🇸 Byzantines · United States
1024
+16
🇷🇺 Saracens · Russia
1018
+17
vs
🇬🇧 Turks · United Kingdom
1083
-18
🇬🇧 Celts · United Kingdom
1043
-16
🇹🇼 Celts · Taiwan
1024
-15
🇬🇧 Huns · United Kingdom
984
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 106 — — —
25 77 — — —
22 69 — — —
21 66 — — —
19 58 — — —
16 50 — — —
14 45 — — —
2 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,650 200 50 0 1,900 1,860
750 200 50 0 1,000 940
700 200 0 0 900 685
550 100 0 0 650 572
450 100 0 0 550 740
350 200 0 0 550 713
300 0 0 0 300 607
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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