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Fortress

509366783Analyzed
4v4 RM · 5d ago on Sep 26, 2026· 69m 54s· 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 2,315 8:16 12:52 29:40 ⛏ Fast Castle
18 1,248 7:53 19:01 33:59 ⛏ Fast Castle
16 1,108 6:56 19:55 40:36 ⚔ FC into Archers
16 1,132 8:19 14:19 30:34 ⛏ Fast Castle
11 793 11:55 28:25 42:41 ⛏ Fast Castle
11 760 9:06 19:54 34:41 ⛏ Fast Castle
10 674 8:22 14:41 32:14 ⛏ Fast Castle
6 438 10:46 16:23 30:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,000 31,210 18,575 5,300 75,085 82,197
19,700 15,550 19,200 1,540 55,990 70,903
23,520 16,915 11,320 2,520 54,275 89,210
19,370 18,385 14,300 1,450 53,505 68,864
22,595 11,780 14,045 2,200 50,620 73,582
14,830 15,035 9,030 1,820 40,715 70,536
14,550 5,980 14,155 830 35,515 51,019
11,975 11,685 5,410 1,550 30,620 35,708
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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