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Fortress

509700413Analyzed
3v3 RM · 3d ago on Sep 27, 2026· 40m 27s· 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
🇹🇷 Japanese · Türkiye
777
+15
🇹🇷 Burmese · Türkiye
750
+16
🇹🇷 Goths · Türkiye
742
+16
🇲🇽 Mongols · Mexico
800
-18
🇯🇴 Franks · Jordan
775
-17
🇲🇽 Britons · Mexico
660
-12
Player eAPM Actions Feudal Castle Imperial Opening
20 818 8:54 19:54 37:21 ⛏ Fast Castle
20 815 9:04 16:51 33:27 ⛏ Fast Castle
14 564 8:51 15:39 28:23 ⚔ Drush FC
13 527 8:10 16:06 39:16 ⛏ Fast Castle
13 521 9:37 17:23 30:08 ⛏ Fast Castle
12 503 7:46 20:25 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,155 11,210 8,770 305 40,440 42,317
16,380 8,125 7,065 945 32,515 38,156
13,190 12,730 5,190 1,350 32,460 42,698
13,570 8,895 7,860 1,790 32,115 39,473
11,105 12,910 6,715 1,140 31,870 37,062
10,160 8,135 3,385 1,715 23,395 28,592
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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