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Fortress

508588196Analyzed
4v4 RM · 9d ago on Sep 23, 2026· 80m 27s· 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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729
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725
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677
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Player eAPM Actions Feudal Castle Imperial Opening
40 3,198 9:16 18:49 39:13 ⛏ Fast Castle
32 2,584 8:40 18:14 32:18 ⛏ Fast Castle
25 2,046 8:34 13:26 28:40 ⛏ Fast Castle
19 1,560 8:24 14:26 26:20 ⛏ Fast Castle
18 1,487 9:55 15:24 33:38 ⛏ Fast Castle
13 1,083 8:45 15:25 27:18 ⚔ FC into Archers
13 1,063 9:07 17:26 — ⛏ Fast Castle
11 893 8:53 15:45 37:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,725 43,160 26,305 2,125 114,315 125,721
32,140 14,610 27,150 3,700 77,600 143,733
35,465 26,901 13,125 1,935 77,426 86,785
34,075 15,899 25,545 1,710 77,229 81,072
20,320 25,550 19,355 3,550 68,775 91,735
10,150 18,830 20,880 1,500 51,360 54,013
16,675 9,155 4,590 2,625 33,045 35,111
12,335 11,490 5,960 1,900 31,685 37,109
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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