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Fortress

508939905Analyzed
4v4 RM · 8d ago on Sep 24, 2026· 45m 27s· 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
1128
+14
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Player eAPM Actions Feudal Castle Imperial Opening
37 1,688 8:58 12:55 27:32 ⛏ Fast Castle
34 1,541 7:38 13:23 29:53 ⛏ Fast Castle
30 1,351 6:32 12:48 29:49 ⛏ Fast Castle
28 1,273 7:07 10:55 25:50 ⛏ Fast Castle
25 1,124 7:51 11:41 27:43 ⛏ Fast Castle
21 952 9:27 15:34 35:19 ⛏ Fast Castle
19 872 7:36 13:40 26:59 ⛏ Fast Castle
17 766 7:43 12:16 32:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,995 23,630 9,520 1,075 61,220 66,520
28,535 13,240 12,005 5,700 59,480 75,248
27,275 16,265 14,270 1,055 58,865 69,405
26,395 10,445 13,595 1,095 51,530 57,055
22,360 14,320 10,700 3,620 51,000 57,333
22,695 12,740 10,170 1,780 47,385 63,226
16,660 16,315 10,190 1,760 44,925 59,083
20,880 7,630 9,245 200 37,955 41,735
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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