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Fortress

509255089Analyzed
4v4 RM · 5d ago on Sep 26, 2026· 54m 27s· 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
50 2,724 7:34 11:17 28:31 ⛏ Fast Castle
49 2,678 8:21 12:34 20:19 ⛏ Fast Castle
33 1,796 7:51 11:55 27:41 ⛏ Fast Castle
32 1,733 7:33 11:24 35:44 ⛏ Fast Castle
28 1,533 5:20 11:34 54:01 ⛏ Fast Castle
26 1,413 7:19 11:32 37:36 ⛏ Fast Castle
21 1,153 7:04 11:32 30:10 ⛏ Fast Castle
13 683 8:02 11:18 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,140 14,580 30,230 3,765 81,715 87,515
34,560 19,720 25,630 1,780 81,690 85,703
33,185 22,895 16,665 3,105 75,850 96,061
29,695 18,025 12,980 1,680 62,380 88,831
19,250 25,343 14,950 2,780 62,323 66,138
21,710 26,903 8,690 2,965 60,268 67,407
25,030 23,957 6,415 1,055 56,457 59,746
4,190 2,353 1,185 200 7,928 8,970
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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