AoeStats
← Darchness

Fortress

510068727Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 10m 4s· 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
🇨🇿 Britons · Czechia
1118
+15
🇪🇸 Bohemians · Spain
1070
+17
🇧🇩 Danes · Bangladesh
1036
+19
🇨🇿 Italians · Czechia
977
+21
🇨🇳 Aztecs · China
1239
-24
🇨🇳 Koreans · China
1073
-17
🇨🇳 Bohemians · China
1069
-17
🇨🇳 Khmer · China
1004
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 353 7:53 — — ⚔ Archer Rush
27 272 6:59 — — ⛏ Fast Castle
21 208 7:50 — —
21 215 8:51 — —
15 156 9:13 — —
12 125 8:19 — —
12 120 7:28 — —
1 7 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,750 1,360 0 115 3,225 3,835
1,925 1,230 50 5 3,210 3,652
2,050 935 200 0 3,185 4,475
2,325 725 0 0 3,050 3,901
1,575 775 185 0 2,535 3,271
1,450 900 0 0 2,350 3,252
1,350 920 0 0 2,270 3,609
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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