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Fortress

508812628Analyzed
4v4 RM · 9d ago on Sep 24, 2026· 5m 21s· 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
🇲🇽 Byzantines · Mexico
1282
+10
🇲🇽 Romans · Mexico
1262
+11
🇲🇽 Saracens · Mexico
1162
+18
🇲🇽 Bohemians · Mexico
1099
+20
🇺🇸 Slavs · United States
1149
-14
🇦🇺 Wei · Australia
1148
-14
🇹🇼 Cumans · Taiwan
1137
-13
🇵🇰 Britons · Pakistan
1136
-13
Player eAPM Actions Feudal Castle Imperial Opening
57 306 — — —
55 295 — — —
40 212 — — —
30 162 — — —
23 122 — — —
22 120 — — —
13 71 — — —
13 70 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,150 600 0 0 1,750 1,431
1,200 340 0 0 1,540 1,695
750 580 0 0 1,330 1,664
1,100 100 0 0 1,200 1,953
900 100 50 0 1,050 2,016
700 0 0 0 700 1,364
600 100 0 0 700 1,317
300 100 0 0 400 680
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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