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Fortress

508533277Analyzed
4v4 RM · 10d ago on Sep 22, 2026· 40m 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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1652
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1620
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1539
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1535
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1507
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Player eAPM Actions Feudal Castle Imperial Opening
50 2,020 7:16 11:41 31:22 ⛏ Fast Castle
47 1,935 7:37 11:09 32:12 ⛏ Fast Castle
45 1,838 7:15 11:24 25:09 ⛏ Fast Castle
37 1,508 7:50 12:39 25:13 ⛏ Fast Castle
35 1,422 7:40 11:59 32:46 ⛏ Fast Castle
30 1,228 7:03 10:40 26:55 ⛏ Fast Castle
29 1,202 7:50 12:25 28:51 ⛏ Fast Castle
15 629 6:18 10:43 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,325 13,585 16,685 2,710 75,305 76,534
24,590 24,065 10,085 1,630 60,370 62,352
25,130 19,345 11,830 1,880 58,185 67,372
20,350 13,990 9,245 4,690 48,275 50,455
21,975 19,145 3,960 2,965 48,045 55,046
17,655 9,635 8,900 925 37,115 40,417
14,455 12,180 3,260 2,545 32,440 40,623
5,925 4,530 200 300 10,955 13,202
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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