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Fortress

510081173Analyzed
3v3 RM · 2d ago on Sep 29, 2026· 50m 36s· 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
🇨🇳 Chinese · China
953
+12
🇨🇳 Spanish · China
950
+12
🇨🇳 Byzantines · China
946
+12
🇹🇼 Lithuanians · Taiwan
908
-13
🇨🇳 Spanish · China
880
-13
🇻🇳 Hindustanis · Vietnam
806
-10
Player eAPM Actions Feudal Castle Imperial Opening
33 1,684 7:38 11:57 27:32 ⛏ Fast Castle
29 1,480 6:59 12:36 28:26 ⛏ Fast Castle
26 1,300 8:45 13:33 24:39 ⛏ Fast Castle
24 1,206 6:44 16:21 27:21 ⛏ Fast Castle
19 986 7:17 14:08 49:40 ⛏ Fast Castle
11 565 9:12 13:48 31:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,735 22,000 16,815 3,585 71,135 79,213
18,660 13,695 12,760 1,600 46,715 51,393
18,525 10,210 12,765 4,500 46,000 49,401
18,875 14,190 10,530 1,050 44,645 49,275
16,375 11,360 5,440 2,370 35,545 38,511
11,400 9,620 7,670 2,800 31,490 43,938
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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