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Coastal Forest

503217040Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 15m 59s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇨🇭 Lithuanians · Switzerland
1063
+12
🇩🇪 Poles · Germany
1031
+13
🇨🇭 Mongols · Switzerland
1019
+14
🇳🇱 Persians · Netherlands
1023
-15
🇮🇳 Celts · India
956
-12
🇳🇱 Spanish · Netherlands
948
-12
Player eAPM Actions Feudal Castle Imperial Opening
46 729 10:07 ⚔ Archer Rush
32 504 9:03 ⚔ Scout Rush
28 453 10:13 ⚔ Scout Rush
22 351 11:14 15:09 ⛏ Fast Castle
16 263 11:02
15 238 11:22

Resources

Player Food Wood Gold Stone Spent Collected
3,225 1,158 250 650 5,283 5,545
2,820 1,610 50 0 4,480 5,319
2,190 2,070 50 0 4,310 4,374
2,415 1,780 50 0 4,245 4,716
2,200 1,554 455 0 4,209 5,397
2,125 1,335 50 0 3,510 4,638
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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