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Coastal Forest

510858840Analyzed
4v4 RM · 6h ago on Oct 2, 2026· 20m 55s· 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
73 1,537 9:54 — — ⚔ Archer Rush
51 1,069 10:33 15:10 — ⛏ Fast Castle
32 665 12:45 16:32 — ⛏ Fish Boom FC
31 645 12:07 15:52 — ⛏ Fast Castle
31 641 10:47 — — ⚔ Scout Rush
29 605 12:35 — — ⚔ Archer Rush
29 607 9:20 — — ⚔ Scout Rush
28 576 9:33 19:53 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,200 5,300 880 200 10,580 11,928
3,940 3,351 865 125 8,281 9,839
3,150 3,455 1,020 650 8,275 8,796
3,450 3,145 910 745 8,250 8,401
4,715 3,141 150 0 8,006 8,773
4,735 2,745 350 0 7,830 9,747
3,350 3,046 850 100 7,346 8,303
3,100 2,115 700 0 5,915 8,027
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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