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Fortress

509945019Analyzed
4v4 RM · 2d ago on Sep 28, 2026· 56m 8s· 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
🇦🇷 Celts · Argentina
1454
+15
🇦🇷 Malay · Argentina
1449
+15
🇦🇷 Dravidians · Argentina
1422
+16
🇦🇷 Armenians · Argentina
1408
+17
🇹🇷 Georgians · Türkiye
1452
-16
🇳🇴 Japanese · Norway
1439
-16
🇭🇺 Romans · Hungary
1422
-16
🇺🇸 Bengalis · United States
1418
-15
Player eAPM Actions Feudal Castle Imperial Opening
57 3,188 7:50 11:32 27:18 ⛏ Fast Castle
51 2,883 8:04 11:53 24:02 ⛏ Fast Castle
45 2,510 7:52 11:40 26:07 ⚔ FC into Scouts
44 2,484 7:00 11:50 25:53 ⛏ Fast Castle
33 1,830 7:25 11:06 28:28 ⛏ Fast Castle
28 1,574 7:38 11:48 30:47 ⛏ Fast Castle
1 78 — — —
0 16 — — —

Resources

Player Food Wood Gold Stone Spent Collected
57,380 32,065 25,740 2,480 117,665 125,954
47,340 33,960 15,750 6,030 103,080 105,250
43,965 29,180 18,320 5,410 96,875 101,251
41,085 35,968 12,840 4,210 94,103 101,907
32,280 29,910 25,515 4,195 91,900 118,832
31,235 27,521 25,960 2,750 87,466 97,975
550 100 0 0 650 728
0 0 0 0 0 0
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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