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Fortress

510252331Analyzed
3v3 RM · 16h ago on Sep 30, 2026· 70m 55s· 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
🇦🇺 Britons · Australia
1000
+12
🇦🇺 Burgundians · Australia
957
+14
🇦🇺 Saracens · Australia
933
+15
🇲🇽 Slavs · Mexico
956
-15
🇲🇽 Bohemians · Mexico
889
-13
🇲🇽 Bulgarians · Mexico
887
-13
Player eAPM Actions Feudal Castle Imperial Opening
29 2,035 8:13 13:45 34:56 ⛏ Fast Castle
28 1,994 6:34 16:59 32:33 ⛏ Fast Castle
28 1,980 7:07 11:57 28:21 ⛏ Fast Castle
22 1,576 7:16 15:06 31:02 ⛏ Fast Castle
18 1,249 6:22 15:25 36:56 ⛏ Fast Castle
12 864 8:59 15:53 28:41

Resources

Player Food Wood Gold Stone Spent Collected
44,490 33,285 43,705 4,715 126,195 128,315
32,180 33,495 32,920 3,430 102,025 119,610
43,165 37,475 10,245 2,645 93,530 106,193
35,695 30,105 17,175 4,200 87,175 103,087
32,565 16,025 17,470 3,000 69,060 72,122
17,005 29,050 16,270 1,830 64,155 79,022
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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