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Coastal Forest

510325598Analyzed
2v2 RM · 4h ago on Sep 30, 2026· 62m 45s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇺🇸 Danes · United States
755
+17
🇺🇸 Inca · United States
727
+18
🇧🇷 Burgundians · Brazil
783
-18
🇮🇹 Varangians · Italy
763
-17
Player eAPM Actions Feudal Castle Imperial Opening
29 1,818 11:42 30:14 41:04 ⚔ Archers into Skirms
17 1,087 14:49 32:42 — ⛏ Fast Castle
16 1,003 11:48 24:33 41:25 ⛏ Fast Castle
13 810 11:57 18:20 32:00 ⛏ FC into Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
15,255 28,985 14,980 1,800 61,020 63,110
28,900 11,830 12,015 1,500 54,245 59,225
29,740 11,392 8,980 2,970 53,082 75,092
16,015 11,346 5,145 4,095 36,601 42,914
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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