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Fortress

509359512Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 30m 25s· 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
45 1,378 6:09 12:14 26:56 ⛏ Fast Castle
42 1,287 6:40 13:04 27:56 ⛏ Fast Castle
32 968 10:13 14:04 — ⛏ Fast Castle
28 847 8:15 13:46 — ⚔ FC into Skirms
25 755 7:31 11:31 18:41 ◆ FC into Fast Imp
24 720 6:57 14:15 — ⛏ Fast Castle
17 513 7:53 11:54 — ⛏ Fast Castle
15 453 8:26 13:55 28:36 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,340 4,465 8,185 1,015 29,005 32,813
8,200 7,725 6,400 100 22,425 23,929
11,545 6,335 2,680 300 20,860 26,029
10,345 7,250 2,865 350 20,810 22,590
10,225 4,385 4,040 945 19,595 21,669
10,030 7,050 1,870 310 19,260 22,658
6,690 3,965 2,005 1,005 13,665 15,256
5,640 4,430 1,455 265 11,790 13,679
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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