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Fortress

510093183Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 5m 42s· 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
🇧🇷 Danes · Brazil
1145
+14
🇹🇼 Spanish · Taiwan
1132
+14
🇹🇼 Turks · Taiwan
1106
+16
🇨🇳 Romans · China
1064
+17
🇭🇰 Portuguese · Hong Kong SAR China
1154
-17
🇨🇳 Berbers · China
1125
-16
🇨🇳 Franks · China
1125
-17
🇨🇳 Spanish · China
982
-11
Player eAPM Actions Feudal Castle Imperial Opening
72 413 — — —
37 211 — — —
29 168 — — —
24 139 — — —
23 134 — — —
21 121 — — —
14 78 — — —
12 67 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,050 360 0 0 2,410 2,561
1,650 460 0 0 2,110 2,558
1,650 320 0 0 1,970 2,530
1,100 375 0 0 1,475 1,495
1,150 260 0 0 1,410 2,053
1,000 300 0 0 1,300 2,026
1,100 100 50 0 1,250 1,965
550 320 0 0 870 1,616
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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