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Fortress

509266023Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 4m 43s· 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
🇮🇳 Mongols · India
1470
+15
🇵🇰 Lithuanians · Pakistan
1444
+16
🇲🇽 Romans · Mexico
1388
+19
🇲🇽 Italians · Mexico
1377
+19
🇨🇳 Japanese · China
1532
-20
🇨🇦 Danes · Canada
1491
-19
🇺🇸 Vietnamese · United States
1399
-15
🇨🇦 Khmer · Canada
1384
-15
Player eAPM Actions Feudal Castle Imperial Opening
86 407 — — —
46 219 — — —
32 151 — — —
30 141 — — —
23 110 — — —
22 105 — — —
18 86 — — —
16 77 — — —

Resources

Player Food Wood Gold Stone Spent Collected
950 200 0 0 1,150 1,594
950 100 0 0 1,050 1,832
800 100 0 0 900 1,450
550 200 0 0 750 827
550 200 0 0 750 1,027
500 180 0 0 680 1,313
400 175 0 0 575 1,427
250 0 0 0 250 756
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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