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Fortress

508749306Analyzed
4v4 RM · 7d ago on Sep 23, 2026· 38m 23s· 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
43 1,654 7:22 11:09 23:54 ⛏ Fast Castle
38 1,450 8:25 12:02 20:07 ⛏ Fast Castle
34 1,314 6:52 9:40 26:53 ⛏ Fast Castle
29 1,119 7:25 11:11 24:40 ⛏ Fast Castle
28 1,060 6:28 17:48 26:57 ⛏ Fast Castle
24 904 8:28 12:10 25:04 ⛏ Fast Castle
21 813 7:23 11:41 25:53 ⛏ Fast Castle
13 490 7:55 13:21 25:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,900 26,595 14,420 1,860 59,775 66,439
27,240 20,137 5,745 2,025 55,147 65,053
24,700 12,813 10,295 4,600 52,408 60,837
27,930 13,175 10,315 400 51,820 68,670
17,145 13,165 10,085 1,825 42,220 47,770
12,600 17,610 6,135 2,170 38,515 43,308
16,090 13,025 6,360 2,260 37,735 41,700
7,725 10,364 7,630 865 26,584 28,880
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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