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Fortress

510026979Analyzed
4v4 RM · 4d ago on Sep 29, 2026· 59m 52s· 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
35 2,087 7:07 11:51 39:03 ⛏ Fast Castle
30 1,789 7:03 13:53 26:30 ⛏ Fast Castle
24 1,455 10:15 18:23 51:03 ⛏ Fast Castle
19 1,116 7:16 17:38 29:38 ⛏ Fast Castle
16 987 9:47 19:14 37:38 ⚔ FC into Scouts
16 932 10:05 15:24 — ⛏ Fast Castle
13 807 8:22 15:56 25:45 ⛏ Fast Castle
13 789 8:33 25:55 40:41 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,600 25,960 18,380 8,640 70,580 103,369
21,090 24,020 17,960 2,995 66,065 79,229
24,045 17,945 11,765 3,700 57,455 71,026
21,640 21,610 10,500 2,275 56,025 64,932
25,615 10,925 14,195 4,920 55,655 60,426
18,565 11,625 15,295 100 45,585 68,445
11,935 12,450 10,125 690 35,200 48,809
11,685 14,000 3,670 255 29,610 32,911
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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