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Fortress

507628754Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 45m 41s· 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
32 1,445 8:26 12:25 28:17 ⛏ Fast Castle
28 1,269 5:31 12:17 29:10 ⛏ Fast Castle
26 1,197 8:24 11:59 26:17 ⛏ Fast Castle
24 1,096 7:35 12:43 29:51 ⛏ Fast Castle
23 1,037 7:16 14:34 26:42 ⛏ Fast Castle
23 1,050 7:33 11:41 25:55 ⛏ Fast Castle
22 1,028 8:07 13:58 37:33 ⛏ Fast Castle
20 921 8:08 13:13 29:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,100 22,215 25,195 400 79,910 84,753
23,895 19,236 14,650 2,810 60,591 78,688
20,315 11,750 18,810 1,715 52,590 64,953
17,915 18,155 13,000 1,955 51,025 55,767
16,125 17,120 9,585 1,600 44,430 63,190
15,155 15,115 8,380 3,135 41,785 50,918
19,955 10,075 8,545 1,150 39,725 51,736
14,545 8,348 5,205 1,960 30,058 44,588
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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