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Fortress

510175097Analyzed
3v3 RM · 21h ago on Sep 29, 2026· 40m 36s· 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
🇹🇷 Turks · Türkiye
1063
+15
🇹🇷 Gurjaras · Türkiye
1060
+15
🇺🇸 Franks · United States
1055
+16
🇪🇸 Celts · Spain
1095
-18
🇪🇸 Mongols · Spain
1045
-44
🇪🇸 Vietnamese · Spain
997
-13
Player eAPM Actions Feudal Castle Imperial Opening
36 1,458 9:40 13:34 — ⛏ Fast Castle
29 1,190 8:34 12:50 28:46 ⛏ Fast Castle
28 1,118 9:11 12:51 22:03 ⛏ Fast Castle
27 1,097 7:06 11:50 24:44 ⛏ Fast Castle
25 1,018 8:37 14:51 — ⛏ Fast Castle
17 703 7:36 11:20 27:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,890 11,625 13,210 750 46,475 51,909
18,925 17,335 9,235 400 45,895 52,158
21,050 9,355 12,045 2,250 44,700 51,771
19,175 12,855 7,505 3,450 42,985 47,585
15,660 7,285 8,825 400 32,170 34,831
8,335 9,635 5,610 1,025 24,605 32,095
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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