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Coastal Forest

510496101Analyzed
3v3 RM · 22h ago on Oct 1, 2026· 38m 14s· 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
🇪🇪 Bulgarians · Estonia
1356
+7
🇯🇵 Danes · Japan
1306
+8
🇨🇳 Cumans · China
1226
+10
🇦🇺 Byzantines · Australia
1146
-9
🇦🇺 Ethiopians · Australia
1130
-9
🇦🇺 Magyars · Australia
1064
-7
Player eAPM Actions Feudal Castle Imperial Opening
34 1,300 12:17 15:50 — ⛏ Fish Boom FC
33 1,268 10:20 19:52 35:17 ⛏ Fast Castle
31 1,177 11:18 17:32 — ⛏ Fish Boom FC
26 976 11:23 15:58 — ⛏ Fast Castle
25 969 10:48 20:47 — ⚔ Scout Rush
22 831 9:09 21:36 35:33 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,660 10,850 9,920 850 40,280 42,657
12,030 12,150 3,315 2,875 30,370 31,650
14,415 7,333 5,850 1,550 29,148 36,884
9,120 9,330 3,570 320 22,340 24,152
9,070 6,429 2,510 1,050 19,059 20,585
8,860 6,212 1,775 1,405 18,252 20,792
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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