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Fortress

509285810Analyzed
3v3 RM · 8d ago on Sep 26, 2026· 52m 42s· 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
1154
+16
🇲🇽 Khmer · Mexico
1102
+18
🇲🇽 Romans · Mexico
1093
+19
🇹🇼 Bohemians · Taiwan
1215
-20
🇹🇼 Slavs · Taiwan
1128
-17
🇹🇼 Byzantines · Taiwan
1117
-16
Player eAPM Actions Feudal Castle Imperial Opening
35 1,828 6:53 13:09 27:37 ⛏ Fast Castle
34 1,815 7:47 12:10 35:36 ⛏ Fast Castle
33 1,713 8:12 12:50 31:39 ⛏ Fast Castle
22 1,136 7:40 12:21 33:20 ⛏ Fast Castle
17 915 9:32 14:17 27:19 ⛏ Fast Castle
16 844 7:19 11:29 30:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,810 27,940 12,225 1,590 75,565 78,394
33,920 21,155 10,370 1,750 67,195 74,131
31,325 15,775 12,305 2,910 62,315 64,841
19,150 20,010 14,120 4,490 57,770 68,980
24,420 9,320 19,545 2,585 55,870 66,872
17,305 21,335 14,710 965 54,315 73,578
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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