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Coastal Forest

510411359Analyzed
4v4 RM · 10h ago on Sep 30, 2026· 55m 15s· 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
22 1,218 14:11 20:43 40:08 ⛏ Fast Castle
20 1,092 18:26 23:32 41:08 ⛏ Fast Castle
19 1,049 10:54 21:54 36:36 ⚔ FC into Scouts
18 995 11:03 16:32 30:30 ⛏ Fish Boom FC
18 976 14:35 21:12 27:32 ⛏ Fish Boom FC into Fast Imp
16 879 12:42 17:17 37:40 ⛏ Fast Castle
13 733 13:08 17:45 38:44 ⛏ Fast Castle
10 559 11:06 23:23 32:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,375 27,564 18,655 2,250 60,844 81,871
23,920 14,803 14,915 3,800 57,438 71,749
17,525 21,131 7,905 2,410 48,971 66,680
20,565 11,259 12,570 350 44,744 69,221
16,560 10,250 7,270 1,735 35,815 36,856
11,515 12,190 4,965 1,730 30,400 35,526
9,900 8,485 3,170 2,800 24,355 27,251
11,225 8,415 1,265 2,730 23,635 35,383
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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