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Coastal Forest

503599501Analyzed
2v2 RM · 3d ago on Sep 1, 2026· 71m 42s· 4 players
Game mode
Random Map
Map size
Medium (4 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 · Hong Kong SAR China
967
+19
🇭🇰 Teutons · Hong Kong SAR China
966
+19
🇨🇳 Vietnamese · China
1027
-19
🇨🇳 Persians · China
1027
-19
Player eAPM Actions Feudal Castle Imperial Opening
BlueSky Poles
34 2,408 13:13 25:36 46:48 ⚔ Skirms into Scouts
excel.exe Teutons
31 2,214 10:50 24:12 45:45 ⚔ Towers into Skirms
cVkkIa Persians
28 2,040 9:52 19:30 41:10 ⛏ Fish Boom FC
bystander Vietnamese
27 1,912 10:54 27:12 56:30 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
40,170 19,063 21,935 2,800 83,968 96,935
33,695 25,274 21,430 1,845 82,244 95,859
18,115 24,005 11,455 2,805 56,380 58,109
25,840 16,180 8,715 3,840 54,575 62,507
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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