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Fortress

507086220Analyzed
4v4 RM · 17d ago on Sep 16, 2026· 40m 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
45 1,810 7:04 11:59 27:08 ⛏ Fast Castle
38 1,545 8:05 12:00 28:17 ⛏ Fast Castle
37 1,516 7:38 11:14 29:43 ⛏ Fast Castle
31 1,241 7:29 10:24 32:42 ⛏ Fast Castle
29 1,164 7:17 11:03 25:36 ⛏ Fast Castle
25 1,007 8:53 12:56 27:43 ⛏ Fast Castle
24 961 8:00 11:53 33:25 ⛏ Fast Castle
18 747 7:52 12:08 32:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,500 23,280 5,335 2,665 58,780 61,096
34,500 10,520 10,470 2,380 57,870 66,731
20,470 18,591 12,415 3,645 55,121 65,643
23,105 13,860 14,725 2,235 53,925 62,668
21,250 10,965 8,515 3,360 44,090 56,229
13,575 14,136 10,590 2,800 41,101 49,420
16,635 11,845 4,180 3,180 35,840 36,911
13,505 8,555 7,145 950 30,155 32,794
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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