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Coastal Forest

503520855Analyzed
3v3 RM · 8d ago on Sep 1, 2026· 50m 25s· 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
🇦🇷 Vikings · Argentina
1280
+12
🇦🇷 Malay · Argentina
1241
+14
🇦🇷 Portuguese · Argentina
1151
+18
🇺🇸 Maya · United States
1263
-18
🇺🇸 Huns · United States
1206
-15
🇺🇸 Bulgarians · United States
1134
-12
Player eAPM Actions Feudal Castle Imperial Opening
55 2,798 12:47 19:10 39:19 ⚔ Drush FC
49 2,465 10:54 14:43 34:16 ⛏ Fish Boom FC
36 1,827 11:14 24:11 47:28 ⚔ Scouts into Skirms
35 1,751 9:55 18:14 39:41 ⛏ Fast Castle
22 1,124 9:34 25:53 41:31 ⚔ Drush into Archers
20 1,029 11:02 16:23 40:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
39,510 21,166 22,615 1,050 84,341 86,551
13,500 28,770 21,425 4,345 68,040 77,640
14,385 17,800 9,795 2,830 44,810 51,862
19,595 12,489 6,115 2,495 40,694 44,673
18,840 11,033 7,135 1,450 38,458 40,821
16,330 10,217 6,500 1,400 34,447 34,905
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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