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Fortress

510100170Analyzed
4v4 RM · 4d ago on Sep 29, 2026· 35m 18s· 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
39 1,383 8:35 12:42 31:35 ⛏ Fast Castle
34 1,212 8:01 11:28 28:10 ⛏ Fast Castle
27 957 9:11 12:32 25:10 ⛏ Fast Castle
26 902 8:03 15:01 29:17 ⛏ Fast Castle
22 762 7:42 12:00 24:57 ⛏ Fast Castle
21 739 8:22 14:59 33:18 ⛏ Fast Castle
21 738 6:53 15:54 24:46 ⛏ Fast Castle
14 482 8:38 13:07 17:17 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
27,865 9,805 9,705 2,900 50,275 56,062
24,595 8,640 14,095 1,050 48,380 56,813
16,940 18,205 5,375 1,685 42,205 45,817
17,435 11,430 7,970 2,445 39,280 52,404
14,910 13,315 5,755 1,665 35,645 38,550
12,975 14,465 5,590 2,450 35,480 44,084
8,575 6,405 4,625 850 20,455 22,878
9,140 4,940 4,330 750 19,160 21,765
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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