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Fortress

508884466Analyzed
4v4 RM · 9d ago on Sep 24, 2026· 48m 53s· 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
33 1,634 8:02 12:27 30:14 ⛏ Fast Castle
22 1,053 7:06 16:01 30:55 ⛏ Fast Castle
21 1,020 8:36 14:15 29:19 ⛏ Fast Castle
18 896 8:53 12:54 — ⛏ Fast Castle
17 814 7:35 12:25 25:00 ⛏ Fast Castle
15 757 8:01 14:38 30:10 ⛏ Fast Castle
15 750 8:04 12:07 28:32 ⛏ Fast Castle
10 467 8:04 12:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
40,375 25,005 19,680 2,470 87,530 90,728
34,270 13,429 24,795 3,040 75,534 85,263
27,800 18,669 17,645 3,955 68,069 81,646
18,095 9,880 9,360 4,905 42,240 45,345
15,100 14,630 10,440 1,880 42,050 57,573
17,140 7,185 8,175 2,150 34,650 40,808
8,960 9,995 5,915 795 25,665 31,377
7,825 7,035 3,665 210 18,735 19,806
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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