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Fortress

507524772Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 36m 29s· 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
48 1,759 7:09 11:01 29:31 ⛏ Fast Castle
44 1,618 7:32 11:48 30:23 ⛏ Fast Castle
43 1,570 7:41 13:42 27:02 ⛏ Fast Castle
38 1,398 8:00 12:49 28:47 ⛏ Fast Castle
29 1,045 8:40 12:35 27:30 ⛏ Fast Castle
28 1,007 7:13 10:54 27:40 ⛏ Fast Castle
26 940 8:16 13:02 35:48 ⛏ Fast Castle
18 658 8:18 12:51 26:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,675 14,381 11,395 2,560 54,011 57,453
19,350 17,305 10,795 2,610 50,060 56,702
21,670 10,010 10,650 1,295 43,625 48,881
17,205 13,405 7,705 1,600 39,915 47,161
16,340 15,903 6,255 955 39,453 52,533
16,545 12,965 8,685 1,050 39,245 51,854
14,490 13,066 5,125 1,010 33,691 36,135
9,025 10,940 7,100 365 27,430 29,967
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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