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Fortress

510279905Analyzed
4v4 RM · 20h ago on Sep 30, 2026· 14m 10s· 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
🇨🇳 Dravidians · China
910
+16
🇷🇴 Franks · Romania
805
+20
🇹🇼 Goths · Taiwan
795
+20
🇨🇳 Italians · China
639
+26
🇪🇸 Mongols · Spain
1010
-25
🇧🇷 Huns · Brazil
990
-24
🇬🇧 Saxons · United Kingdom
973
-24
🇻🇳 Teutons · Vietnam
600
-9
Player eAPM Actions Feudal Castle Imperial Opening
21 294 7:41 11:50 — ⛏ Fast Castle
20 290 6:54 13:54 — ⚔ FC into Scouts
16 220 8:04 12:32 — ⛏ Fast Castle
11 160 8:06 — — ⛏ Fast Castle
9 133 7:22 — — ⛏ Fast Castle
9 128 9:27 — — ⛏ Fast Castle
9 130 7:37 12:20 — ⛏ Fast Castle
6 89 9:51 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,175 1,755 200 285 5,415 5,752
2,900 2,065 200 200 5,365 5,554
2,840 1,775 250 5 4,870 5,420
3,225 1,230 200 0 4,655 6,237
2,875 1,422 200 0 4,497 6,541
2,550 1,530 200 100 4,380 4,842
2,775 1,150 200 0 4,125 5,271
1,850 125 0 5 1,980 3,831
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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