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Fortress

508233804Analyzed
4v4 RM · 12d ago on Sep 21, 2026· 38m 37s· 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
🇻🇳 Tatars · Vietnam
1955
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1902
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🇦🇷 Burmese · Argentina
1723
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1638
+8
🇩🇪 Vikings · Germany
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🇦🇷 Berbers · Argentina
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🇺🇦 Hindustanis · Ukraine
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🇨🇳 Japanese · China
1452
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Player eAPM Actions Feudal Castle Imperial Opening
55 2,126 6:45 10:45 33:01 ⛏ Fast Castle
52 2,012 6:53 11:23 31:24 ⛏ Fast Castle
47 1,809 7:26 11:28 29:02 ⛏ Fast Castle
39 1,493 7:15 11:09 26:08 ⛏ Fast Castle
35 1,370 6:42 10:46 24:01 ⛏ Fast Castle
32 1,232 7:08 10:40 24:02 ⛏ Fast Castle
30 1,142 6:17 12:02 — ⛏ Fast Castle
28 1,074 7:11 11:27 22:10 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,930 10,380 25,515 2,900 75,725 77,225
31,375 17,350 11,295 1,310 61,330 66,612
26,295 18,017 10,590 2,310 57,212 60,307
25,150 13,756 15,400 1,710 56,016 58,922
18,890 16,605 11,335 3,670 50,500 62,924
19,785 18,215 10,675 1,785 50,460 54,114
11,240 10,305 9,660 200 31,405 34,493
8,040 9,870 5,860 2,150 25,920 30,650
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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