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Coastal Forest

503760546Analyzed
4v4 RM · 8d ago on Sep 2, 2026· 26m 26s· 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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Player eAPM Actions Feudal Castle Imperial Opening
39 1,020 10:28 20:22 ⚔ Scout Rush
34 905 10:33 14:41 ⛏ Fast Castle
31 809 9:03 ⚔ Scout Rush
30 801 11:10 21:21 ⛏ Fish Boom into Fire Galleys FC
29 766 9:52 ⚔ Archer Rush
25 656 8:48 18:53 ⛏ Fish Boom FC
20 523 10:40 23:18 ⛏ Fast Castle
16 412 14:03 18:03 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
4,975 7,281 1,810 200 14,266 14,287
5,375 6,278 1,225 215 13,093 14,388
4,245 4,788 2,350 100 11,483 12,002
5,250 4,488 300 1,300 11,338 11,483
5,030 5,150 785 125 11,090 11,481
4,525 4,319 1,650 30 10,524 12,231
5,970 3,383 830 100 10,283 10,245
2,830 1,443 50 255 4,578 4,644
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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