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Fortress

510022735Analyzed
4v4 RM · 5d ago on Sep 29, 2026· 67m 55s· 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
41 2,818 10:42 16:32 33:02 ⛏ Fast Castle
39 2,648 6:40 17:35 23:20 ⛏ Fast Castle
25 1,722 6:55 11:03 26:16 ⛏ Fast Castle
17 1,145 8:07 12:31 30:28 ⛏ Fast Castle
15 1,048 7:20 11:42 29:24 ⛏ Fast Castle
14 965 8:34 13:50 26:51 ⛏ Fast Castle
13 868 8:05 12:05 29:15 ⛏ Fast Castle
9 608 8:10 16:18 33:30 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
67,620 42,961 20,890 1,900 133,371 142,324
55,035 50,610 14,490 3,710 123,845 133,098
66,550 18,230 28,640 3,380 116,800 122,021
52,340 27,650 27,170 3,220 110,380 143,454
26,460 40,085 33,845 4,915 105,305 153,774
33,520 10,190 23,725 1,340 68,775 77,764
24,005 19,125 10,215 2,150 55,495 61,480
8,700 9,080 4,685 200 22,665 24,822
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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