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Coastal Forest

503347430Analyzed
3v3 RM · 10d ago on Aug 31, 2026· 35m 2s· 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
🇻🇳 Tatars · Vietnam
1226
+15
🇮🇱 Burgundians · Israel
1178
+17
🇨🇳 Gurjaras · China
1135
+19
🇮🇳 Magyars · India
1228
-18
🇮🇳 Wei · India
1217
-18
🇮🇳 Malay · India
1147
-15
Player eAPM Actions Feudal Castle Imperial Opening
62 2,160 8:51 20:25 ⚔ Scout Rush
53 1,853 9:55 22:58 ⚔ Scout Rush
42 1,462 9:51 19:48 ⛏ Fish Boom FC
40 1,407 10:55 20:41
33 1,164 11:55 16:40 ⛏ Fast Castle
15 537 12:36 19:05 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
14,325 10,543 6,515 850 32,233 38,405
13,585 7,018 6,170 200 26,973 27,960
10,500 9,829 4,275 300 24,904 26,750
7,150 6,312 4,445 30 17,937 18,303
7,050 7,328 1,005 1,150 16,533 21,818
6,495 6,653 1,685 950 15,783 15,741
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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