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Coastal Forest

503151266Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 39m 40s· 8 players
Game mode
Random Map
Map size
Large (8 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
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Player eAPM Actions Feudal Castle Imperial Opening
59 2,322 9:09 24:31 ⚔ Archer Rush
50 1,978 10:52 18:00 ⛏ Fish Boom FC
41 1,614 9:52 21:18 30:20 ⚔ Skirmisher Rush
40 1,603 11:41 18:23 33:35 ⛏ Fish Boom into Fire Galleys FC
34 1,343 9:44 17:00 ⛏ Fish Boom FC
31 1,225 9:36 24:13 ⚔ Archer Rush
30 1,206 9:42 25:49 ⚔ Scout Rush
27 1,057 8:51 35:00 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
36,385 13,116 11,495 360 61,356 62,376
8,650 11,830 10,085 200 30,765 31,030
10,040 9,787 8,325 850 29,002 30,410
13,700 5,785 5,450 100 25,035 28,840
9,350 10,160 5,190 200 24,900 30,976
12,530 7,518 4,320 200 24,568 26,920
7,820 7,386 3,160 1,190 19,556 21,117
5,250 7,692 2,225 445 15,612 16,928
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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