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Fortress

509836706Analyzed
3v3 RM · 3d ago on Sep 28, 2026· 58m 38s· 6 players
Game mode
Random Map
Map size
Large (8 player)
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
🇨🇳 Berbers · China
1213
+14
🇦🇺 Burgundians · Australia
1160
+16
🇳🇱 Danes · Netherlands
1154
+16
🇩🇪 Slavs · Germany
1244
-20
🇭🇰 Wei · Hong Kong SAR China
1138
-14
🇳🇱 Malay · Netherlands
1090
-12
Player eAPM Actions Feudal Castle Imperial Opening
34 2,010 7:29 12:19 33:40 ⛏ Fast Castle
28 1,669 7:00 11:03 24:51 ⛏ Fast Castle
27 1,609 7:10 12:55 33:29 ⛏ Fast Castle
24 1,407 8:23 11:59 30:45 ⛏ Fast Castle
19 1,135 8:32 12:41 25:25 ⛏ Fast Castle
16 941 5:52 12:11 33:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,695 21,185 10,580 1,475 62,935 79,434
23,995 16,525 15,130 7,015 62,665 105,771
27,570 16,696 13,190 525 57,981 83,950
23,235 15,720 10,390 4,200 53,545 76,480
17,070 12,570 12,605 620 42,865 54,833
16,990 9,570 8,935 960 36,455 39,068
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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