AoeStats
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Coastal Forest

502913996Analyzed
3v3 RM · 11d ago on Aug 29, 2026· 32m 16s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇬🇧 Koreans · United Kingdom
1263
+11
🇬🇧 Huns · United Kingdom
1239
+12
🇬🇧 Magyars · United Kingdom
1149
+16
🇨🇳 Cumans · China
1170
-14
1150
-13
🇨🇳 Franks · China
1147
-13
Player eAPM Actions Feudal Castle Imperial Opening
52 1,671 9:36 29:29 ⚔ Archer Rush
47 1,533 11:00 15:31 ⛏ Fast Castle
40 1,276 9:42 29:45
37 1,189 10:12 23:58 ⚔ Fish Boom into Scouts
37 1,199 10:32 14:16 ⛏ Fast Castle
31 1,002 10:38 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,525 4,450 3,145 100 23,220 24,123
12,420 6,620 2,295 435 21,770 24,212
7,060 6,690 3,440 200 17,390 19,068
5,700 6,830 2,960 1,400 16,890 18,051
7,260 6,735 1,590 200 15,785 17,245
4,130 2,035 695 125 6,985 7,235
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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