AoeStats
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Coastal Forest

502884359Analyzed
2v2 RM · 12d ago on Aug 29, 2026· 57m 26s· 4 players
Game mode
Random Map
Map size
Medium (4 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 · China
1368
+11
🇨🇳 Khmer · China
1310
+14
🇺🇦 Italians · Ukraine
1273
-13
🇦🇷 Burgundians · Argentina
1261
-12

Replay analysis

Player eAPM Actions Feudal Castle Imperial Opening
99 5,663 9:15 22:37 38:53 ⚔ Scout Rush
77 4,422 8:24 28:03 ⚔ Archer Rush
64 3,690 9:59 26:05 42:26 ⚔ Drush into Scouts
42 2,387 11:18 19:15 37:38 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
56,845 21,593 41,395 6,900 126,733 133,224
20,340 21,965 10,330 3,555 56,190 61,505
20,450 19,546 6,755 200 46,951 52,927
19,150 9,573 5,435 1,830 35,988 35,981
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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