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Fortress

509562716Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 59m 36s· 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
29 1,734 8:33 13:01 30:46 ⛏ Fast Castle
29 1,717 6:32 11:10 37:06 ⛏ Fast Castle
25 1,481 8:29 16:07 34:01 ⛏ Fast Castle
23 1,354 8:15 12:48 28:15 ⛏ Fast Castle
22 1,309 8:12 16:47 25:51 ⛏ Fast Castle
19 1,126 6:37 21:31 32:16 ⛏ Fast Castle
13 776 7:28 13:14 24:09 ⛏ Fast Castle
9 531 7:59 15:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
36,285 24,100 22,385 4,300 87,070 104,246
35,545 19,225 25,690 4,510 84,970 116,369
33,325 23,125 14,530 2,835 73,815 84,518
28,205 16,640 19,800 3,020 67,665 89,613
31,150 21,460 11,690 3,000 67,300 74,973
28,980 21,395 9,410 1,150 60,935 72,429
16,435 18,835 14,210 2,720 52,200 62,126
5,680 8,570 625 1,655 16,530 20,317
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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