AoeStats
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Coastal

503109859Analyzed
1v1v1v1v1v1v1v1 RM · 11d ago on Aug 30, 2026· 15m 0s· 8 players
Game mode
Random Map
Map size
Tiny (2 player)
Population
200
Speed
Fast
Resources
Level 5
Victory
Standard
Starting age
Dark Age
Ending age
Dark Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats

Team 6

Victory
🇩🇪 Ethiopians · Germany
1626
+4

Team 7

Victory
🇪🇸 Goths · Spain
1778
+2

Team 8

Victory
🇷🇴 Burmese · Romania
1738
+2

Team 9

Victory
🇳🇿 Slavs · New Zealand
1566
+6

Team 10

Defeat
🇦🇺 Mongols · Australia
1328
-4

Team 11

Defeat
🇺🇸 Magyars · United States
1377
-5

Team 12

Defeat
🇧🇩 Tatars · Bangladesh
1217
-2

Team 13

Defeat
🇺🇸 Aztecs · United States
1293
-3
Player eAPM Actions Feudal Castle Imperial Opening
67 1,002
46 687
30 453
25 380
23 342
19 292
10 155
8 119

Resources

Player Food Wood Gold Stone Spent Collected
30,345 9,825 39,495 0 79,665
6,705 6,925 11,005 50 24,685
1,680 4,775 1,325 0 7,780
1,595 4,255 1,325 0 7,175
2,300 1,350 2,325 0 5,975
1,470 950 1,320 0 3,740
1,520 850 1,195 50 3,615
0 1,050 0 0 1,050
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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