AoeStats
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Fortress

508829922Analyzed
4v4 RM · 9d ago on Sep 24, 2026· 15m 43s· 8 players
Game mode
Random Map
Map size
Huge
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
🇧🇪 Danes · Belgium
1357
+12
🇳🇴 Vietnamese · Norway
1296
+15
🇸🇮 Cumans · Slovenia
1209
+18
🇩🇪 Franks · Germany
1118
+23
🇺🇸 Teutons · United States
1304
-18
🇪🇸 Celts · Spain
1291
-18
🇫🇷 Poles · France
1236
-16
🇨🇳 Georgians · China
1232
-16
Player eAPM Actions Feudal Castle Imperial Opening
20 308 8:24 — — ⚔ Archer Rush
16 252 — — —
11 178 7:47 11:16 — ⛏ Fast Castle
10 155 10:52 14:49 — ⛏ Fast Castle
9 139 — — —
5 75 — — —
4 67 — — —
0 2 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,200 2,325 800 0 6,325 6,912
2,300 2,160 785 0 5,245 6,593
2,550 1,030 250 0 3,830 4,951
950 415 0 5 1,370 1,767
800 200 0 0 1,000 1,380
550 200 0 0 750 845
450 200 0 0 650 1,003
0 0 0 0 0 0
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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