AoeStats
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Coastal

503065422Analyzed
1v1v1v1v1v1v1 RM · 11d ago on Aug 30, 2026· 35m 25s· 7 players
Game mode
Random Map
Map size
Small (3 player)
Population
200
Speed
Fast
Resources
Standard
Victory
Standard
Starting age
Dark Age
Ending age
Dark Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats

Team 6

Defeat
🇺🇸 Chinese · United States
1323

Team 7

Defeat
🇺🇸 Celts · United States
1390

Team 8

Defeat
🇦🇺 Portuguese · Australia
1351

Team 9

Defeat
🇩🇪 Chinese · Germany
1375

Team 10

Defeat
🇮🇳 Franks · India
1493

Team 11

Defeat
🇺🇸 Chinese · United States
1245

Team 12

Defeat
🇺🇸 Chinese · United States
1100
Player eAPM Actions Feudal Castle Imperial Opening
7 243
7 239
6 218
5 190
5 168
3 119
3 120

Resources

Player Food Wood Gold Stone Spent Collected
2,600 1,985 1,850 5,750 12,185 11,631
3,900 1,300 2,650 3,125 10,975 10,970
3,550 1,335 2,400 3,250 10,535 11,207
2,500 1,315 1,850 3,625 9,290 8,211
1,450 1,875 2,050 3,150 8,525 9,836
3,000 75 1,675 0 4,750 3,289
2,850 125 1,700 0 4,675 5,562
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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