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Fortress

508954066Analyzed
3v3 RM · 6d ago on Sep 24, 2026· 37m 2s· 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
🇫🇷 Danes · France
1538
+12
🇫🇷 Persians · France
1493
+14
1460
+15
🇦🇷 Varangians · Argentina
1529
-17
🇧🇩 Portuguese · Bangladesh
1419
-13
🇨🇴 Turks · Colombia
1385
-11
Player eAPM Actions Feudal Castle Imperial Opening
53 1,973 6:55 11:23 26:44 ⛏ Fast Castle
47 1,746 6:58 10:30 25:02 ⛏ Fast Castle
43 1,597 7:08 10:44 32:46 ⛏ Fast Castle
36 1,325 8:14 11:46 27:41 ⛏ Fast Castle
29 1,072 7:28 11:24 26:56 ⛏ Fast Castle
28 1,046 7:46 11:37 23:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,440 15,010 12,760 3,555 52,765 55,596
20,700 17,365 10,470 2,450 50,985 57,301
21,620 10,950 9,520 2,330 44,420 49,485
16,325 15,940 9,230 955 42,450 44,806
19,680 8,460 11,820 510 40,470 49,557
14,600 8,465 7,900 1,600 32,565 33,989
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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