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Fortress

508217295Analyzed
4v4 RM · 10d ago on Sep 21, 2026· 67m 47s· 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
29 1,966 7:28 12:44 26:15 ⛏ Fast Castle
29 1,956 7:36 12:34 24:11 ⛏ Fast Castle
28 1,875 8:28 14:57 31:19 ⛏ Fast Castle
23 1,583 8:01 12:22 30:22 ⛏ Fast Castle
23 1,560 7:32 13:28 30:47 ⛏ Fast Castle
18 1,193 9:18 14:07 31:54 ⛏ Fast Castle
17 1,184 7:54 16:49 25:36 ⚔ FC into Skirms
16 1,095 7:22 11:33 27:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
46,795 34,865 39,950 1,900 123,510 134,193
52,525 33,040 27,315 4,265 117,145 135,768
41,810 31,570 28,970 6,800 109,150 125,137
28,365 32,065 18,180 6,135 84,745 102,624
29,150 27,075 15,805 1,450 73,480 85,194
41,570 14,386 12,145 2,150 70,251 78,283
26,910 26,100 9,280 2,365 64,655 74,403
11,905 10,908 12,325 4,500 39,638 45,553
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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