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Fortress

510169898Analyzed
4v4 RM · 18h ago on Sep 29, 2026· 49m 11s· 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
39 1,934 7:12 12:39 38:13 ⛏ Fast Castle
29 1,416 6:49 12:50 33:36 ⛏ Fast Castle
24 1,170 11:19 17:20 34:33 ⛏ Fast Castle
22 1,062 7:23 12:35 32:01 ⛏ Fast Castle
19 921 11:30 18:40 32:38 ⚔ M@A Rush
16 799 8:51 16:08 28:42 ⛏ Fast Castle
11 561 6:06 15:44 35:01 ⛏ Fast Castle
10 480 9:48 17:08 34:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,640 18,725 20,230 1,400 77,995 78,948
28,130 18,515 20,680 505 67,830 78,331
38,840 15,170 9,320 3,780 67,110 70,901
22,145 12,750 15,180 2,755 52,830 59,376
24,005 15,230 9,575 2,250 51,060 79,084
30,475 10,170 7,305 1,060 49,010 51,101
19,930 10,987 10,120 2,150 43,187 44,575
14,800 14,830 7,985 2,465 40,080 43,977
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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