AoeStats
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Coastal Forest

503257895Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 22m 24s· 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
🇺🇸 Poles · United States
1020
+15
🇺🇸 Koreans · United States
1008
+15
🇺🇸 Ethiopians · United States
999
+15
🇦🇷 Ethiopians · Argentina
1042
-18
🇺🇸 Chinese · United States
992
-15
🇨🇱 Maya · Chile
930
-12
Player eAPM Actions Feudal Castle Imperial Opening
37 818 10:50 21:12 ⚔ Archer Rush
35 783 10:41 ⚔ Scout Rush
25 549 11:30 22:20 ⚔ Skirmisher Rush
24 533 12:44 17:43 ⛏ Fast Castle
20 453 10:35 ⚔ Archer Rush
15 345 11:29

Resources

Player Food Wood Gold Stone Spent Collected
3,660 3,515 795 0 7,970 9,399
3,750 3,150 615 385 7,900 8,223
4,060 3,030 50 255 7,395 9,046
4,280 2,500 210 195 7,185 9,823
3,470 3,430 250 0 7,150 8,071
3,245 2,385 370 0 6,000 7,517
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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