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Fortress

509686327Analyzed
3v3 RM · 5d ago on Sep 27, 2026· 56m 24s· 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
🇦🇷 Lithuanians · Argentina
967
+15
🇦🇷 Mongols · Argentina
908
+17
🇲🇽 Slavs · Mexico
906
+17
🇺🇸 Khmer · United States
955
-17
🇺🇸 Persians · United States
949
-49
🇺🇸 Wei · United States
909
-42
Player eAPM Actions Feudal Castle Imperial Opening
28 1,552 7:14 13:55 31:11 ⛏ Fast Castle
17 986 8:59 12:59 28:43 ⛏ Fast Castle
16 892 6:15 14:39 31:17 ⛏ Fast Castle
14 777 9:24 14:23 32:02 ⛏ Fast Castle
13 731 7:08 11:41 32:18 ⛏ Fast Castle
9 481 7:45 22:01 46:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,780 18,830 13,410 3,570 64,590 73,669
21,705 15,550 20,825 1,665 59,745 69,444
17,750 22,215 14,450 495 54,910 68,371
23,125 11,165 16,305 2,395 52,990 72,125
24,780 13,710 12,180 2,205 52,875 57,083
16,920 25,380 9,425 535 52,260 67,362
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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