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Fortress

508281627Analyzed
4v4 RM · 11d ago on Sep 21, 2026· 11m 3s· 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
🇹🇷 Bulgarians · Türkiye
392
+19
🇹🇷 Britons · Türkiye
380
+22
🇹🇷 Goths · Türkiye
377
+20
🇹🇷 Bohemians · Türkiye
350
+21
🇩🇪 Teutons · Germany
523
-22
🇬🇧 Huns · United Kingdom
480
-21
🇹🇷 Franks · Türkiye
463
-20
🇬🇧 Britons · United Kingdom
384
-17
Player eAPM Actions Feudal Castle Imperial Opening
16 179 8:26 — —
12 133 10:13 — —
11 120 8:23 — — ⚔ M@A Rush
9 102 7:25 — —
9 99 8:15 — —
7 72 7:02 — —
4 46 — — —
4 46 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,375 990 0 0 3,365 3,487
2,225 865 150 0 3,240 3,733
1,975 805 0 0 2,780 3,066
1,350 1,155 0 0 2,505 2,883
1,600 650 25 0 2,275 2,832
1,285 825 0 0 2,110 2,469
1,450 480 50 0 1,980 3,151
1,150 700 50 0 1,900 3,295
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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