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Coastal Forest

510719871Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 25m 9s· 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
🇨🇳 Spanish · China
1067
+12
🇹🇼 Mongols · Taiwan
1000
+15
🇹🇼 Ethiopians · Taiwan
1000
+15
🇨🇳 Franks · China
992
+15
🇫🇷 Wu · France
997
-15
991
-14
🇮🇳 Chinese · India
962
-14
🇦🇹 Cumans · Austria
958
-14
Player eAPM Actions Feudal Castle Imperial Opening
53 1,341 11:48 — — ⚔ Archers into Skirms
43 1,086 10:51 21:48 — ⛏ Fast Castle
40 1,005 11:37 17:08 — ⛏ Fish Boom FC
34 862 10:33 15:33 — ⛏ Fast Castle
25 630 12:12 16:02 — ⛏ Fast Castle
22 559 9:20 — — ⚔ Skirms into Archers
21 533 13:31 18:08 — ⛏ Fast Castle
18 453 11:12 16:24 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,880 5,080 950 950 14,860 15,657
6,350 5,610 1,320 100 13,380 15,546
6,025 4,501 300 940 11,766 13,447
4,350 3,865 2,040 650 10,905 11,797
4,825 4,075 975 140 10,015 11,572
5,260 4,125 370 200 9,955 12,046
4,450 4,296 950 0 9,696 11,283
3,610 3,653 795 0 8,058 10,111
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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