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Coastal Forest

510414469Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 34m 54s· 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
65 2,283 9:08 21:18 — ⚔ Scout Rush
64 2,218 9:17 23:52 — ⚔ Archer Rush
59 2,058 11:18 15:09 34:34 ⛏ Fish Boom FC
59 2,048 9:43 21:28 — ⚔ Archer Rush
58 2,042 9:49 23:01 — ⚔ Scout Rush
53 1,853 11:01 15:21 33:05 ⛏ Fish Boom FC
48 1,692 11:48 15:45 — ⛏ Fish Boom FC into Fire Galleys
45 1,578 10:30 25:14 — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
9,525 16,763 5,815 410 32,513 34,663
10,785 11,673 6,910 305 29,673 31,281
6,400 15,446 4,820 100 26,766 28,865
12,830 7,935 4,475 300 25,540 27,144
15,615 5,205 2,890 325 24,035 25,312
6,550 7,693 4,290 230 18,763 19,315
6,575 7,061 4,785 125 18,546 20,886
5,700 4,647 2,870 335 13,552 14,342
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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