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Fortress

508981011Analyzed
4v4 RM · 6d ago on Sep 24, 2026· 21m 16s· 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
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Victory
Defeat
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Player eAPM Actions Feudal Castle Imperial Opening
31 664 6:48 11:35 — ⛏ Fast Castle
28 587 8:16 13:25 — ⛏ Fast Castle
27 565 7:25 12:08 — ⛏ Fast Castle
23 483 7:09 11:34 — ⛏ Fast Castle
22 465 6:23 12:36 — ⛏ Fast Castle
21 455 6:45 10:16 — ⛏ Fast Castle
17 356 9:16 13:39 16:49 ◆ FC into Fast Imp
14 299 7:43 11:21 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,325 6,440 1,150 200 15,115 17,765
6,575 5,985 250 300 13,110 13,811
5,775 5,515 950 330 12,570 14,040
6,425 5,025 250 400 12,100 13,816
5,825 3,670 2,005 200 11,700 11,813
5,970 4,605 400 300 11,275 12,799
6,575 2,705 1,690 0 10,970 11,394
4,995 3,785 650 270 9,700 10,462
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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