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Fortress

509735699Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 45m 9s· 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
42 1,915 8:00 11:37 31:24 ⛏ Fast Castle
42 1,908 7:45 12:41 25:15 ⛏ Fast Castle
36 1,643 7:05 13:51 33:13 ⛏ Fast Castle
30 1,337 7:24 13:15 28:51 ⛏ Fast Castle
24 1,087 8:04 12:40 25:22 ⛏ Fast Castle
24 1,095 7:56 11:46 26:01 ⛏ Fast Castle
23 1,046 7:22 12:18 — ⛏ Fast Castle
14 647 7:52 11:57 25:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,385 15,805 14,385 2,705 63,280 76,648
24,810 18,190 10,435 1,205 54,640 61,136
K
23,460 16,125 11,715 2,660 53,960 57,483
22,875 10,465 13,980 1,500 48,820 57,818
22,820 8,670 8,115 1,550 41,155 48,471
18,335 14,976 5,775 1,590 40,676 44,157
14,575 10,095 7,670 1,700 34,040 36,908
11,280 7,370 4,820 1,680 25,150 31,110
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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