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Fortress

509754142Analyzed
4v4 RM · 3d ago on Sep 27, 2026· 42m 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
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Player eAPM Actions Feudal Castle Imperial Opening
50 2,139 6:52 11:12 23:02 ⛏ Fast Castle
43 1,820 9:26 13:12 25:05 ⛏ Fast Castle
41 1,720 7:23 11:03 26:30 ⛏ Fast Castle
41 1,721 5:48 13:37 19:25 ◆ FC into Fast Imp
33 1,382 7:28 11:22 27:24 ⛏ Fast Castle
30 1,280 7:39 13:17 26:21 ⛏ Fast Castle
28 1,194 7:52 11:48 25:04 ⛏ Fast Castle
23 988 8:38 13:14 18:53 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
31,670 9,410 16,845 3,550 61,475 63,290
25,320 17,720 14,835 2,250 60,125 70,378
23,160 15,840 14,740 1,205 54,945 59,355
17,685 19,950 12,245 2,485 52,365 64,655
17,405 16,230 7,890 2,030 43,555 45,288
K
19,165 13,847 5,535 4,310 42,857 44,543
11,925 12,445 8,890 1,875 35,135 37,259
11,270 9,830 6,030 265 27,395 29,921
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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