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Fortress

507740376Analyzed
3v3 RM · 13d ago on Sep 19, 2026· 44m 40s· 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
🇩🇪 Portuguese · Germany
1606
+8
🇩🇪 Malay · Germany
1582
+9
🇩🇪 Burmese · Germany
1563
+10
🇹🇼 Spanish · Taiwan
1433
-9
🇹🇼 Mongols · Taiwan
1428
-9
🇦🇷 Georgians · Argentina
1422
-9
Player eAPM Actions Feudal Castle Imperial Opening
41 1,850 8:00 12:10 28:24 ⛏ Fast Castle
37 1,640 7:22 11:34 29:50 ⛏ Fast Castle
34 1,541 7:13 10:45 24:30 ⛏ Fast Castle
34 1,525 7:51 11:39 27:36 ⛏ Fast Castle
31 1,375 7:06 10:25 28:54 ⛏ Fast Castle
29 1,314 8:01 11:54 25:46 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
37,810 31,100 21,695 4,060 94,665 104,021
26,050 24,625 9,575 3,945 64,195 79,396
26,730 21,355 13,615 2,180 63,880 70,404
25,555 26,260 8,895 3,000 63,710 68,869
23,275 17,411 10,530 400 51,616 56,382
23,865 11,935 11,500 2,995 50,295 66,154
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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