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Coastal Forest

503147545Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 64m 24s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇨🇳 Turks · China
777
+18
🇪🇸 Chinese · Spain
749
+19
🇫🇮 Malians · Finland
837
-19
🇫🇮 Bohemians · Finland
800
-18
Player eAPM Actions Feudal Castle Imperial Opening
28 1,833 10:53 18:38 32:56 ⛏ FC into Fish Boom
26 1,699 12:47 17:37 29:29 ⛏ Fish Boom FC
19 1,245 9:57 20:31 32:25 ⛏ Fast Castle
15 948 11:13 19:36 37:40 ⚔ FC into Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
37,625 31,710 14,615 4,350 88,300 93,063
31,350 29,911 14,945 3,775 79,981 82,245
26,545 26,995 12,215 2,300 68,055 72,197
15,465 16,805 13,865 2,905 49,040 63,601
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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