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Fortress

508352397Analyzed
4v4 RM · 9d ago on Sep 22, 2026· 45m 29s· 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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1121
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Player eAPM Actions Feudal Castle Imperial Opening
57 2,602 8:15 13:11 28:00 ⛏ Fast Castle
40 1,814 6:20 12:45 30:54 ⛏ Fast Castle
27 1,240 7:58 12:11 28:19 ⛏ Fast Castle
21 940 7:34 13:16 25:39 ⛏ Fast Castle
17 777 8:15 13:03 23:54 ⛏ Fast Castle
16 750 7:37 12:27 30:39 ⛏ Fast Castle
15 685 7:00 12:31 26:11 ⛏ Fast Castle
14 643 9:03 13:07 31:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,605 17,480 21,370 1,975 69,430 74,798
24,970 15,080 15,185 505 55,740 71,095
21,365 9,470 9,215 300 40,350 52,058
16,315 13,175 4,760 2,095 36,345 41,138
19,505 6,585 8,310 1,050 35,450 43,150
17,450 8,725 6,970 1,660 34,805 40,062
17,490 8,065 6,470 870 32,895 36,515
12,710 8,320 3,030 1,365 25,425 36,382
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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