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Fortress

509560276Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 55m 34s· 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
37 2,055 8:51 13:11 29:17 ⛏ Fast Castle
22 1,229 6:58 12:13 25:56 ⛏ Fast Castle
20 1,124 7:27 11:52 24:42 ⛏ Fast Castle
18 990 9:32 18:55 33:30 ⛏ Fast Castle
18 1,000 7:39 11:43 25:35 ⛏ Fast Castle
15 832 6:30 12:42 35:32 ⛏ Fast Castle
13 735 7:10 11:35 26:45 ⛏ Fast Castle
3 169 9:31 30:34 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,380 23,980 36,445 1,345 106,150 127,251
34,470 30,680 18,490 3,295 86,935 90,679
35,815 16,640 20,590 1,825 74,870 77,737
25,805 12,265 12,550 2,400 53,020 87,361
15,415 19,505 17,005 230 52,155 70,615
14,275 18,790 7,950 4,120 45,135 59,301
12,545 7,660 5,170 5,275 30,650 41,580
7,045 3,365 3,355 740 14,505 20,677
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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