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Coastal Forest

503292109Analyzed
4v4 RM · 9d ago on Aug 31, 2026· 33m 56s· 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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1149
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1133
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🇦🇷 Inca · Argentina
1063
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Player eAPM Actions Feudal Castle Imperial Opening
47 1,611 9:13 29:48 ⚔ Tower Rush
38 1,304 10:34 16:56 ⛏ Fish Boom FC
32 1,078 10:32 20:08 ⚔ Scout Rush
31 1,051 11:48 16:10 ⛏ Fish Boom FC
28 940 9:32 19:14 ⛏ Fast Castle
28 950 11:02 17:24 ⛏ Fish Boom FC
26 866 9:53 23:22
25 853 12:13 16:40 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,320 10,854 3,140 1,550 26,864 30,948
12,725 10,670 3,140 200 26,735 28,712
11,440 8,088 3,805 850 24,183 23,919
6,520 8,060 4,575 200 19,355 22,158
9,445 4,425 3,175 1,500 18,545 19,130
8,820 6,662 1,805 330 17,617 19,247
8,325 5,654 1,685 1,675 17,339 18,139
5,040 3,766 925 1,125 10,856 11,152
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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