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Coastal Forest

503253206Analyzed
2v2 RM · 1mo ago on Aug 30, 2026· 51m 55s· 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
🇫🇷 Tatars · France
1677
+20
🇫🇷 Hindustanis · France
1665
+21
🇦🇷 Vietnamese · Argentina
1777
-21
🇦🇷 Goths · Argentina
1777
-21
Player eAPM Actions Feudal Castle Imperial Opening
85 4,435 9:40 22:16 47:51 ⚔ Fish Boom into Scouts
72 3,732 9:43 23:20 44:43 ⚔ Fish Boom into Scouts
72 3,755 9:04 25:03 48:46 ⚔ Archer Rush
66 3,404 8:34 24:49 50:09 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
34,555 17,795 18,370 2,150 72,870 74,583
31,170 16,911 16,965 1,725 66,771 68,243
13,625 19,688 12,420 1,515 47,248 58,436
14,025 17,923 12,975 975 45,898 47,732
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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