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Coastal Forest

502918204Analyzed
4v4 RM · 1mo ago on Aug 29, 2026· 23m 26s· 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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Player eAPM Actions Feudal Castle Imperial Opening
57 1,343 9:28 21:21 — ⚔ Scout Rush
53 1,236 8:59 — — ⚔ Archer Rush
52 1,216 8:30 — — ⚔ Scout Rush
44 1,027 9:00 — — ⚔ Archers into Skirms
37 860 10:21 20:47 — ⛏ Fish Boom into Galleys FC
34 790 10:44 19:26 — ⛏ Fish Boom into Galleys FC
34 797 10:41 19:10 — ⛏ Fast Castle
29 688 10:13 20:26 —

Resources

Player Food Wood Gold Stone Spent Collected
4,800 8,364 2,195 285 15,644 16,701
4,525 6,228 1,655 30 12,438 14,504
4,575 4,204 2,255 0 11,034 12,180
5,840 3,700 1,145 200 10,885 11,309
5,200 2,991 935 200 9,326 9,793
4,605 3,374 150 0 8,129 9,834
3,985 3,501 250 200 7,936 10,049
2,845 2,914 640 125 6,524 7,121
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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