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Coastal Forest

510610915Analyzed
4v4 RM · 5h ago on Oct 1, 2026· 21m 25s· 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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1423
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🇺🇸 Portuguese · United States
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Player eAPM Actions Feudal Castle Imperial Opening
44 949 9:07 — — ⚔ Scout Rush
41 875 10:36 — — ⚔ Archer Rush
39 843 10:19 14:18 — ⛏ Fast Castle
35 743 8:46 20:15 — ⛏ Fast Castle
31 672 11:16 17:15 — ⛏ Fast Castle
31 657 10:01 — — ⚔ Archer Rush
23 501 10:13 — — ⚔ Fish Boom into Scouts
21 452 11:08 16:07 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,325 3,909 1,300 200 9,734 10,453
5,150 2,643 1,120 750 9,663 9,911
3,400 3,737 1,495 125 8,757 9,635
4,595 3,557 50 0 8,202 9,786
4,600 2,950 250 200 8,000 10,548
3,825 3,135 350 100 7,410 8,104
4,280 2,700 290 0 7,270 8,312
2,855 2,650 595 125 6,225 7,564
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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