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Fortress

508011823Analyzed
4v4 RM · 13d ago on Sep 20, 2026· 48m 9s· 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 2,190 7:18 11:15 24:17 ⛏ Fast Castle
35 1,700 8:07 12:12 36:57 ⛏ Fast Castle
29 1,390 7:50 12:30 26:40 ⛏ Fast Castle
25 1,211 7:32 11:08 28:55 ⛏ Fast Castle
22 1,076 8:17 12:11 27:47 ⛏ Fast Castle
22 1,069 9:05 14:55 44:01 ⛏ Fast Castle
21 1,018 8:17 12:35 28:13 ⛏ Fast Castle
18 870 10:26 13:58 17:52 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
24,585 37,315 19,675 665 82,240 93,079
30,280 17,445 19,970 4,290 71,985 86,973
37,805 15,300 11,860 455 65,420 74,290
25,395 14,510 8,510 290 48,705 62,365
14,450 16,745 12,300 1,725 45,220 56,758
16,785 8,935 10,265 100 36,085 44,363
17,420 7,585 9,045 1,060 35,110 43,069
14,750 8,915 6,095 1,940 31,700 35,615
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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