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Fortress

509880648Analyzed
3v3 RM · 4d ago on Sep 28, 2026· 34m 50s· 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
🇨🇦 Saxons · Canada
1178
+10
🇨🇦 Saracens · Canada
1096
+13
🇨🇦 Shu · Canada
1002
+16
🇩🇪 Khmer · Germany
1049
-14
🇪🇸 Franks · Spain
1018
-13
🇪🇸 Huns · Spain
1001
-20
Player eAPM Actions Feudal Castle Imperial Opening
31 1,069 6:56 11:36 — ⛏ Fast Castle
19 652 9:05 14:08 — ⛏ Fast Castle
17 588 9:27 19:33 — ⛏ Fast Castle
17 592 8:55 13:45 — ⛏ Fast Castle
17 591 8:23 15:19 32:12 ⚔ FC into Archers
9 308 7:32 11:06 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,640 14,115 5,030 975 30,760 36,198
9,835 11,745 7,505 850 29,935 34,754
11,300 6,015 7,575 1,700 26,590 29,708
9,195 4,345 2,520 1,220 17,280 25,153
6,820 3,405 2,990 100 13,315 14,626
5,010 2,930 250 355 8,545 10,187
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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