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Coastal Forest

510898673Analyzed
3v3 RM · 16h ago on Oct 3, 2026· 18m 53s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇨🇴 Koreans · Colombia
1061
+13
🇨🇴 Japanese · Colombia
1049
+14
🇲🇽 Sicilians · Mexico
1004
+15
🇩🇪 Khmer · Germany
1019
-15
🇩🇪 Ethiopians · Germany
1018
-15
🇩🇪 Franks · Germany
956
-16
Player eAPM Actions Feudal Castle Imperial Opening
62 1,167 9:01 — — ⚔ Tower Rush
47 882 10:55 — — ⚔ Archer Rush
26 491 10:29 — — ⚔ Tower Rush
19 363 11:02 17:27 — ⛏ Fast Castle
19 366 11:30 15:26 — ⛏ Fast Castle
12 230 11:33 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,650 2,213 770 375 6,008 6,240
2,875 2,530 250 0 5,655 7,357
3,325 1,730 580 0 5,635 6,326
3,125 2,235 200 0 5,560 6,635
2,775 1,550 50 625 5,000 6,107
1,730 781 200 750 3,461 4,428
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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