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Fortress

507086557Analyzed
4v4 RM · 16d ago on Sep 16, 2026· 48m 4s· 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
🇧🇩 Britons · Bangladesh
1079
+15
🇺🇸 Italians · United States
1055
+16
🇩🇪 Japanese · Germany
1053
+16
🇵🇱 Jurchens · Poland
1024
+17
🇮🇳 Bohemians · India
1089
-17
🇬🇧 Celts · United Kingdom
1067
-17
🇩🇪 Teutons · Germany
1021
-15
🇩🇪 Wei · Germany
1017
-15
Player eAPM Actions Feudal Castle Imperial Opening
37 1,781 7:49 11:39 27:51 ⛏ Fast Castle
29 1,390 7:55 11:43 29:09 ⛏ Fast Castle
26 1,234 8:24 12:32 30:15 ⛏ Fast Castle
24 1,144 7:04 12:07 31:55 ⛏ Fast Castle
16 757 6:38 10:55 32:10 ⛏ Fast Castle
14 694 8:36 14:27 29:29 ⛏ Fast Castle
0 9 — — —
0 11 — — —

Resources

Player Food Wood Gold Stone Spent Collected
27,600 19,465 15,515 2,175 64,755 71,161
26,005 20,695 12,995 4,500 64,195 79,131
29,180 13,570 18,575 2,515 63,840 72,115
27,395 13,060 16,180 1,600 58,235 65,775
10,845 14,245 8,140 4,955 38,185 43,018
10,845 13,885 8,130 2,610 35,470 39,611
0 0 0 0 0 0
0 0 0 0 0 160
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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