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Coastal Forest

510564802Analyzed
3v3 RM · 11h ago on Oct 1, 2026· 64m 28s· 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
🇩🇪 Sicilians · Germany
1111
+15
🇩🇪 Saxons · Germany
1109
+15
🇩🇪 Huns · Germany
1095
+15
🇹🇼 Vikings · Taiwan
1104
-15
🇹🇼 Mongols · Taiwan
1076
-15
🇹🇼 Shu · Taiwan
1074
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 2,633 13:41 23:10 33:29 ⛏ Fish Boom
41 2,669 9:54 15:42 44:36 ⛏ Fast Castle
35 2,259 11:59 17:17 39:12 ⛏ Fast Castle
34 2,202 11:01 16:28 34:33 ⛏ Fast Castle
28 1,785 9:21 23:08 38:27 ⚔ Archer Rush
28 1,831 10:25 21:44 36:59 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
46,380 22,643 26,900 3,000 98,923 107,780
26,930 28,058 21,310 3,405 79,703 96,284
18,340 36,351 17,295 3,825 75,811 100,041
28,400 15,754 13,820 1,585 59,559 67,010
23,720 16,320 13,025 3,350 56,415 59,606
12,720 15,255 14,280 795 43,050 46,262
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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