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Fortress

508777554Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 39m 57s· 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
44 1,766 8:11 13:52 28:37 ⛏ Fast Castle
33 1,302 7:22 13:39 35:58 ⛏ Fast Castle
32 1,274 7:33 11:15 34:28 ⛏ Fast Castle
28 1,102 8:44 12:40 — ⛏ Fast Castle
25 999 9:01 12:59 30:22 ⛏ Fast Castle
23 913 7:34 11:30 31:07 ⛏ Fast Castle
22 887 8:28 13:56 34:03 ⛏ Fast Castle
21 859 6:42 14:16 32:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,560 11,875 17,745 1,935 57,115 69,045
24,810 15,120 13,600 660 54,190 65,584
20,485 9,215 8,730 2,235 40,665 46,753
16,355 10,790 7,975 1,525 36,645 38,616
15,555 11,033 4,900 620 32,108 32,642
12,740 11,965 2,660 1,965 29,330 30,517
11,275 9,980 3,630 2,720 27,605 45,829
13,870 6,445 5,130 1,050 26,495 32,278
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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