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Fortress

509301467Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 40m 1s· 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
1432
+16
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Player eAPM Actions Feudal Castle Imperial Opening
46 1,830 7:19 11:19 28:02 ⛏ Fast Castle
40 1,611 7:49 11:30 24:35 ⛏ Fast Castle
36 1,436 7:09 11:35 30:09 ⛏ Fast Castle
29 1,149 6:29 12:00 25:42 ⛏ Fast Castle
28 1,124 7:35 11:21 25:55 ⛏ Fast Castle
27 1,086 8:10 12:07 27:36 ⛏ Fast Castle
25 997 7:23 11:26 26:00 ⛏ Fast Castle
19 776 7:48 11:28 25:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
H
32,475 15,570 24,670 1,780 74,495 79,729
29,490 19,745 11,785 2,720 63,740 68,384
22,500 18,870 11,010 4,625 57,005 60,865
18,630 17,935 8,555 3,080 48,200 53,220
14,500 16,950 11,885 3,275 46,610 54,537
14,075 16,540 9,990 325 40,930 46,718
18,725 11,990 7,070 850 38,635 45,508
17,280 12,465 5,560 3,000 38,305 42,575
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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