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Fortress

509948395Analyzed
4v4 RM · 2d ago on Sep 28, 2026· 55m 41s· 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
64 3,563 7:35 11:16 25:08 ⛏ Fast Castle
44 2,467 7:30 11:39 26:37 ⛏ Fast Castle
38 2,102 8:02 11:47 23:10 ⛏ Fast Castle
36 1,995 8:04 11:50 24:32 ⛏ Fast Castle
35 1,925 9:22 13:47 17:57 ◆ FC into Fast Imp
34 1,885 7:09 11:17 26:12 ⛏ Fast Castle
32 1,770 7:06 11:28 24:43 ⛏ Fast Castle
27 1,507 7:41 11:45 27:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,380 42,855 21,715 4,340 102,290 118,551
50,510 18,875 26,480 1,700 97,565 108,319
34,770 34,196 20,210 7,475 96,651 109,974
33,460 33,570 28,190 1,030 96,250 110,707
36,985 23,890 33,180 1,630 95,685 115,922
28,970 38,925 13,385 1,790 83,070 86,755
22,155 22,270 22,135 6,520 73,080 80,783
17,150 29,025 18,335 3,845 68,355 73,295
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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