AoeStats
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Coastal

503068327Analyzed
1v1v1v1v1v1v1 RM · 11d ago on Aug 30, 2026· 5m 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
🇺🇸 Vikings · United States
1323

Team 7

Defeat
🇦🇺 Chinese · Australia
1351

Team 8

Defeat
🇺🇸 Portuguese · United States
1390

Team 9

Defeat
🇨🇳 Chinese · China
1375

Team 10

Defeat
🇲🇽 Chinese · Mexico
1304

Team 11

Defeat
🇹🇼 Chinese · Taiwan
1159

Team 12

Defeat
🇦🇷 Persians · Argentina
1417
Player eAPM Actions Feudal Castle Imperial Opening
12 64
5 25
4 23
4 19
4 24
3 15
1 3

Resources

Player Food Wood Gold Stone Spent Collected
1,700 615 1,250 1,125 4,690 3,641
1,550 475 1,100 625 3,750 1,824
1,550 0 800 0 2,350 2,473
1,000 75 600 350 2,025 1,016
500 0 400 0 900 69
0 175 0 625 800 0
0 0 0 0 0 300
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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