AoeStats
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Coastal Forest

510956597Analyzed
4v4 RM · 3h ago on Oct 3, 2026· 16m 32s· 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
🇮🇳 Tupi · India
1615
+9
🇨🇳 Magyars · China
1524
+12
🇮🇳 Japanese · India
1386
+18
🇺🇸 Mongols · United States
1382
+18
🇲🇴 Wei · Macao SAR China
1512
-17
🇨🇳 Slavs · China
1425
-14
🇨🇳 Italians · China
1405
-13
🇹🇼 Varangians · Taiwan
1400
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 798 9:03 — — ⚔ Scout Rush
45 738 10:40 — — ⚔ Archer Rush
44 727 10:56 15:01 — ⛏ Fast Castle
40 665 10:24 14:39 — ⛏ Fast Castle
40 656 9:43 — — ⚔ Archer Rush
38 634 8:51 — — ⚔ Scout Rush
36 592 12:09 — — ⛏ Fish Boom
33 551 10:20 14:36 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
3,575 2,585 1,225 0 7,385 7,514
3,550 2,805 720 100 7,175 7,022
3,175 1,683 445 750 6,053 5,949
2,500 2,861 505 120 5,986 6,635
2,135 2,175 410 125 4,845 4,570
2,640 2,079 50 0 4,769 4,945
2,750 1,705 200 0 4,655 5,936
2,500 1,450 50 0 4,000 4,257
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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