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Fortress

509271122Analyzed
4v4 RM · 7d ago on Sep 26, 2026· 17m 56s· 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
35 623 8:33 13:01 — ⛏ Fast Castle
34 603 6:52 11:13 — ⛏ Fast Castle
27 490 8:40 12:59 — ⛏ Fast Castle
25 448 6:45 11:14 — ⛏ Fast Castle
24 435 7:50 12:31 — ⛏ Fast Castle
24 430 8:40 12:38 — ⛏ Fast Castle
17 301 8:22 14:16 — ⛏ Fast Castle
14 258 7:42 13:25 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,520 2,820 445 300 10,085 10,007
4,220 3,695 590 300 8,805 8,681
4,455 3,255 915 0 8,625 8,882
3,550 3,085 250 200 7,085 7,614
3,750 2,065 300 850 6,965 7,738
3,545 2,616 390 300 6,851 6,921
3,400 2,845 200 200 6,645 8,113
2,600 980 250 1,300 5,130 6,248
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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