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Fortress

509839443Analyzed
4v4 RM · 4d ago on Sep 28, 2026· 54m 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
64 3,505 7:09 10:54 24:23 ⛏ Fast Castle
58 3,193 6:42 13:37 30:51 ⛏ Fast Castle
44 2,395 7:26 11:07 25:21 ⛏ Fast Castle
43 2,381 7:39 11:15 25:26 ⛏ Fast Castle
41 2,229 7:06 11:39 24:47 ⛏ Fast Castle
34 1,876 6:57 11:18 31:11 ⛏ Fast Castle
27 1,472 7:04 10:48 26:24 ⛏ Fast Castle
27 1,474 6:48 10:49 27:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
48,385 36,330 40,275 3,180 128,170 131,226
48,595 29,385 20,740 1,875 100,595 109,312
40,760 25,210 28,930 3,635 98,535 109,162
38,520 32,325 17,155 3,460 91,460 96,380
36,420 23,190 27,650 3,220 90,480 124,163
37,250 21,745 18,545 3,355 80,895 96,844
24,010 25,420 14,405 1,780 65,615 78,855
20,955 18,855 9,495 3,495 52,800 55,316
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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