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Fortress

510151803Analyzed
3v3 RM · 1d ago on Sep 29, 2026· 39m 32s· 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
🇦🇷 Persians · Argentina
1174
+15
🇦🇷 Britons · Argentina
1171
+15
🇦🇷 Spanish · Argentina
1128
+16
🇭🇺 Maya · Hungary
1164
-43
🇬🇧 Saxons · United Kingdom
1140
-15
🇭🇺 Chinese · Hungary
1128
-15
Player eAPM Actions Feudal Castle Imperial Opening
61 2,409 9:05 12:56 30:29 ⛏ Fast Castle
34 1,358 8:59 13:24 30:42 ⛏ Fast Castle
23 891 9:04 13:17 33:44 ⛏ Fast Castle
22 883 7:50 11:51 30:24 ⛏ Fast Castle
16 618 6:34 14:45 39:00 ⛏ Fast Castle
14 561 8:42 16:52 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,950 17,365 11,210 1,745 49,270 50,148
20,355 9,395 11,795 1,500 43,045 50,055
17,525 8,010 8,055 1,525 35,115 41,219
7,525 10,365 5,265 2,150 25,305 26,610
9,615 9,270 5,510 0 24,395 25,391
8,975 8,185 6,370 200 23,730 31,508
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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