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Fortress

509929075Analyzed
4v4 RM · 4d ago on Sep 28, 2026· 62m 24s· 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
28 1,772 7:23 14:08 30:48 ⛏ Fast Castle
28 1,731 8:49 16:25 29:07 ⛏ Fast Castle
25 1,531 7:31 11:10 31:14 ⛏ Fast Castle
24 1,480 7:30 15:05 34:56 ⛏ Fast Castle
22 1,344 6:42 21:30 35:50
20 1,250 8:31 14:43 28:10 ⛏ Fast Castle
12 727 7:19 11:35 26:25 ⛏ Fast Castle
11 707 8:38 15:22 29:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,945 25,548 20,055 3,970 94,518 106,755
38,525 13,160 34,400 6,110 92,195 97,100
38,435 30,210 15,945 2,555 87,145 95,053
33,515 16,355 24,415 3,945 78,230 91,800
28,245 27,815 14,865 2,735 73,660 81,019
31,620 15,484 11,110 1,700 59,914 62,112
17,865 20,395 9,320 3,540 51,120 66,585
17,190 16,780 12,255 4,850 51,075 58,798
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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