AoeStats
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Coastal Forest

502925300Analyzed
3v3 RM · 12d ago on Aug 29, 2026· 26m 56s· 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
🇦🇷 Sicilians · Argentina
1277
+12
🇦🇷 Berbers · Argentina
1208
+15
🇦🇷 Japanese · Argentina
1208
+15
🇧🇪 Britons · Belgium
1203
-15
🇵🇪 Mongols · Peru
1182
-14
🇺🇸 Persians · United States
1166
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 1,474 9:39 26:38 ⚔ Scout Rush
49 1,315 11:02 23:46 ⚔ Archer Rush
40 1,067 12:02 16:01 ⛏ Fish Boom FC
37 1,007 8:42 18:53 ⚔ FC into Scouts
30 814 10:24 22:24 ⚔ Scout Rush
30 799 10:23 22:55 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,270 4,971 670 200 14,111 14,953
7,170 3,618 1,475 1,310 13,573 14,528
5,290 4,750 3,125 0 13,165 14,723
7,555 4,470 775 0 12,800 14,766
6,245 3,852 1,100 325 11,522 12,466
5,330 3,378 775 875 10,358 11,614
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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