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Fortress

510133043Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 85m 39s· 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
25 2,102 7:29 15:25 22:33 ⛏ Fast Castle
19 1,650 10:31 18:45 34:28 ⛏ Fast Castle
19 1,609 8:01 14:06 31:16 ⛏ Fast Castle
18 1,499 10:04 16:29 30:01 ⛏ Fast Castle
14 1,157 8:42 18:19 33:50 ⛏ Fast Castle
11 921 10:45 18:32 31:54 ⛏ Fast Castle
11 922 10:26 18:09 33:26 ⛏ Fast Castle
10 873 8:51 12:54 21:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
71,610 23,554 43,455 2,705 141,324 151,515
40,030 43,865 22,435 4,035 110,365 130,896
42,750 30,475 24,935 5,895 104,055 104,487
35,850 38,730 24,225 1,700 100,505 120,551
30,530 23,975 22,860 5,515 82,880 85,378
42,360 24,395 6,275 3,825 76,855 94,657
26,435 18,595 17,065 2,070 64,165 67,634
8,940 9,300 9,655 1,660 29,555 29,481
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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