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Coastal Forest

503247609Analyzed
4v4 RM · 1mo ago on Aug 30, 2026· 18m 30s· 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
🇦🇷 Lithuanians · Argentina
1914
+2
🇦🇺 Sicilians · Australia
1895
+2
🇲🇾 Romans · Malaysia
1833
+3
🇺🇸 Koreans · United States
1570
-7
🇬🇧 Vikings · United Kingdom
1510
-5
🇨🇳 Burgundians · China
1427
-3
🇺🇸 Wei · United States
1257
-1
Player eAPM Actions Feudal Castle Imperial Opening
75 1,386 8:46 — — ⚔ Scout Rush
66 1,218 11:34 15:11 — ⛏ Fish Boom FC
60 1,108 11:08 17:10 — ⛏ Fish Boom into Galleys FC
59 1,087 8:44 — — ⚔ Archer Rush
57 1,064 9:54 — — ⚔ Archer Rush
45 832 10:03 — —
38 694 11:16 15:09 — ⛏ Fish Boom FC
34 634 9:52 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,375 3,785 990 100 9,250 9,665
4,620 3,003 1,250 0 8,873 9,012
3,400 3,123 810 120 7,453 7,759
2,600 2,968 1,540 0 7,108 7,007
4,005 2,444 150 0 6,599 7,328
3,300 2,765 50 0 6,115 6,597
2,670 2,094 685 125 5,574 5,806
3,130 2,020 200 125 5,475 5,796
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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