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Fortress

508790802Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 59m 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
55 3,265 8:30 12:55 28:44 ⛏ Fast Castle
41 2,416 8:47 13:22 28:48 ⛏ Fast Castle
41 2,435 7:56 12:03 40:41 ⛏ Fast Castle
39 2,327 7:57 11:58 24:09 ⛏ Fast Castle
32 1,882 10:00 14:47 35:49 ⛏ Fast Castle
32 1,868 6:46 10:46 24:26 ⛏ Fast Castle
31 1,818 7:11 11:17 29:41 ⛏ Fast Castle
23 1,354 6:48 11:53 27:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
38,180 41,845 17,175 1,100 98,300 101,943
46,750 31,425 17,485 2,355 98,015 105,782
32,770 49,072 10,960 3,850 96,652 103,574
25,730 36,214 19,835 5,615 87,394 120,715
49,285 17,175 13,165 3,005 82,630 88,448
31,530 26,980 14,825 1,600 74,935 84,554
21,515 12,680 15,620 5,050 54,865 70,140
20,695 11,050 11,455 970 44,170 49,390
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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