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Fortress

509235204Analyzed
4v4 RM · 7d ago on Sep 26, 2026· 57m 37s· 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
41 2,340 7:15 13:48 31:32 ⛏ Fast Castle
32 1,841 8:09 12:19 27:31 ⛏ Fast Castle
29 1,664 7:37 11:40 27:23 ⚔ FC into Archers
25 1,423 6:46 12:43 30:19 ⛏ Fast Castle
24 1,393 7:35 12:01 23:34 ⛏ Fast Castle
20 1,142 7:55 13:39 29:41 ⛏ Fast Castle
17 965 10:18 16:58 50:29 ⛏ Fast Castle
16 950 7:28 11:31 32:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
58,565 43,415 11,980 1,755 115,715 121,606
33,545 25,085 23,410 3,700 85,740 91,743
27,080 21,930 10,635 2,250 61,895 65,103
24,160 16,110 16,650 3,100 60,020 84,800
21,970 18,665 16,245 850 57,730 69,547
18,085 18,635 9,845 1,950 48,515 58,964
20,755 8,645 10,225 3,755 43,380 48,040
14,360 8,145 3,865 540 26,910 31,603
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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