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Fortress

508278018Analyzed
4v4 RM · 11d ago on Sep 21, 2026· 49m 53s· 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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1255
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Player eAPM Actions Feudal Castle Imperial Opening
43 2,137 7:07 11:33 29:16 ⛏ Fast Castle
30 1,502 7:55 13:36 29:51 ⛏ Fast Castle
28 1,390 9:27 14:21 30:45 ⛏ Fast Castle
18 879 7:58 12:00 27:01 ⛏ Fast Castle
17 855 6:24 11:15 22:47 ⛏ Fast Castle
16 821 8:14 12:06 27:11 ⛏ Fast Castle
14 708 6:45 11:55 27:35 ⛏ Fast Castle
13 651 7:05 12:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,580 13,700 25,205 1,645 77,130 90,200
31,480 18,930 11,155 1,560 63,125 67,912
32,720 13,605 8,760 4,200 59,285 59,590
15,775 26,680 10,520 2,900 55,875 81,774
23,930 16,605 9,440 1,650 51,625 79,278
20,120 12,790 13,315 2,285 48,510 53,686
17,310 9,910 7,825 1,725 36,770 43,273
3,925 2,705 730 130 7,490 8,579
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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