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Fortress

509247597Analyzed
3v3 RM · 6d ago on Sep 26, 2026· 36m 21s· 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
🇦🇷 Slavs · Argentina
790
+14
🇻🇳 Franks · Vietnam
771
+15
🇦🇷 Goths · Argentina
713
+18
🇨🇦 Vietnamese · Canada
803
-17
🇨🇦 Bohemians · Canada
796
-18
🇨🇦 Byzantines · Canada
663
-12
Player eAPM Actions Feudal Castle Imperial Opening
40 1,459 9:44 13:09 33:29 ⛏ Fast Castle
17 611 6:10 12:30 30:23 ⛏ Fast Castle
14 522 8:14 17:02 — ⛏ Fast Castle
13 474 8:57 15:44 — ⛏ Fast Castle
12 450 8:11 14:19 — ⛏ Fast Castle
11 382 8:53 18:14 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
15,605 10,045 7,520 1,505 34,675 37,760
15,020 12,595 5,815 450 33,880 37,703
10,770 9,630 3,050 1,125 24,575 30,331
10,125 6,975 2,090 350 19,540 21,071
8,605 5,050 2,285 1,530 17,470 21,516
6,075 4,535 2,245 1,400 14,255 17,859
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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