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Coastal Forest

503248474Analyzed
2v2 RM · 1mo ago on Aug 30, 2026· 28m 20s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇦🇷 Portuguese · Argentina
1765
+12
🇦🇷 Poles · Argentina
1765
+12
🇫🇷 Muisca · France
1690
-13
🇫🇷 Gurjaras · France
1677
-12
Player eAPM Actions Feudal Castle Imperial Opening
75 2,125 8:54 21:48 — ⚔ Scout Rush
74 2,111 10:46 24:49 — ⚔ Fish Boom into Scouts
61 1,740 8:54 22:12 — ⚔ Archer Rush
56 1,590 9:01 26:47 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
11,440 5,717 2,525 200 19,882 20,722
10,550 5,834 2,595 0 18,979 19,266
5,700 6,700 4,820 0 17,220 17,770
5,865 5,434 2,710 125 14,134 14,199
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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