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Fortress

508207015Analyzed
4v4 RM · 10d ago on Sep 21, 2026· 44m 25s· 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 2,137 7:12 11:15 30:09 ⛏ Fast Castle
44 1,952 8:25 12:23 31:29 ⛏ Fast Castle
38 1,668 9:55 14:33 20:18 ◆ FC into Fast Imp
32 1,432 8:27 12:14 25:30 ⛏ Fast Castle
30 1,318 7:39 13:52 25:58 ⛏ Fast Castle
22 981 8:36 12:13 26:37 ⛏ Fast Castle
19 863 7:09 15:20 30:45 ⛏ Fast Castle
12 542 7:23 11:27 26:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,730 17,280 20,715 2,545 70,270 84,832
27,455 22,198 16,270 1,055 66,978 74,991
28,095 20,515 10,575 1,170 60,355 64,680
24,355 19,220 14,295 2,090 59,960 74,577
16,000 21,280 11,655 2,315 51,250 64,183
19,765 9,545 13,655 3,050 46,015 53,484
15,630 9,930 6,355 1,700 33,615 37,951
9,710 7,465 6,630 415 24,220 27,703
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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