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Fortress

507816025Analyzed
4v4 RM · 12d ago on Sep 19, 2026· 41m 46s· 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
34 1,435 7:53 13:35 29:16 ⛏ Fast Castle
29 1,200 7:38 11:55 30:53 ⛏ Fast Castle
29 1,225 9:11 12:49 35:14 ⛏ Fast Castle
22 933 7:47 11:54 40:57 ⛏ Fast Castle
22 916 7:37 11:08 — ⛏ Fast Castle
20 845 8:24 14:07 28:35 ⛏ Fast Castle
19 789 6:39 10:23 — ⛏ Fast Castle
19 812 7:52 11:55 39:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,395 15,840 7,940 1,950 50,125 61,984
23,760 11,925 13,780 300 49,765 50,769
20,125 14,220 13,160 1,955 49,460 52,945
17,305 18,085 5,130 3,145 43,665 45,642
16,125 14,240 10,665 1,500 42,530 52,463
20,830 7,770 6,400 200 35,200 35,839
17,785 7,985 4,915 1,655 32,340 33,596
9,690 7,300 3,180 1,500 21,670 23,107
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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