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Coastal Forest

510716559Analyzed
4v4 RM · 2d ago on Oct 2, 2026· 16m 44s· 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
🇨🇳 Vietnamese · China
1647
+9
🇺🇸 Cumans · United States
1636
+9
🇩🇪 Maya · Germany
1422
+17
🇺🇸 Hindustanis · United States
1406
+18
🇳🇱 Armenians · Netherlands
1521
-15
🇨🇳 Magyars · China
1509
-15
🇨🇳 Wu · China
1446
-12
🇮🇳 Tatars · India
1411
-11
Player eAPM Actions Feudal Castle Imperial Opening
45 749 9:53 13:50 — ⛏ Fast Castle
35 591 11:01 15:00 — ⛏ Fish Boom FC
34 571 10:05 — — ⛏ Fish Boom into Galleys
33 560 9:37 — — ⚔ Archer Rush
32 540 8:59 — — ⚔ Scout Rush
29 489 10:06 — — ⚔ Archer Rush
24 396 10:32 14:32 — ⛏ Fish Boom FC
22 368 9:49 13:32 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,600 2,495 535 0 6,630 6,910
2,775 3,000 260 225 6,260 7,541
2,475 3,213 365 0 6,053 6,359
3,300 1,300 405 650 5,655 5,334
2,700 2,090 640 135 5,565 5,886
3,025 2,210 150 100 5,485 5,789
3,155 2,061 250 0 5,466 6,433
2,975 1,599 485 0 5,059 5,357
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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