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Fortress

507783863Analyzed
4v4 RM · 12d ago on Sep 19, 2026· 63m 13s· 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
61 3,867 7:57 12:41 35:01 ⛏ Fast Castle
42 2,663 10:48 15:10 23:51 ⛏ Fast Castle
37 2,363 8:27 12:46 30:22 ⛏ Fast Castle
35 2,208 7:54 11:36 31:20 ⛏ Fast Castle
28 1,756 8:56 14:42 26:43 ⛏ Fast Castle
26 1,624 9:35 13:59 32:22 ⛏ Fast Castle
20 1,273 7:35 13:16 28:19 ⛏ Fast Castle
16 1,005 7:07 12:41 26:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,200 146,185 47,940 4,465 210,790 217,414
63,690 28,740 39,500 2,990 134,920 150,046
71,075 38,797 14,040 1,700 125,612 127,405
49,895 31,085 38,995 3,265 123,240 129,518
46,285 32,580 13,695 1,895 94,455 103,427
30,650 25,795 24,120 2,645 83,210 97,725
24,040 22,980 24,485 3,100 74,605 77,482
23,260 13,390 13,130 1,805 51,585 53,771
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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