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Coastal Forest

510899756Analyzed
4v4 RM · 16h ago on Oct 3, 2026· 34m 21s· 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
49 1,697 11:01 15:49 — ⛏ Fast Castle
36 1,254 11:40 16:08 29:24 ⛏ Fish Boom FC
36 1,249 9:15 26:08 — ⚔ Scouts into Towers
34 1,173 11:50 17:49 — ⛏ Fish Boom FC
31 1,055 10:24 14:19 31:19 ⛏ Fast Castle
22 772 11:41 19:02 — ⛏ Fast Castle
14 492 9:25 15:11 — ⛏ Fast Castle
14 470 9:43 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,120 8,685 6,685 880 33,370 37,798
9,875 11,823 8,825 200 30,723 33,040
13,070 8,952 6,795 200 29,017 31,241
10,630 8,670 2,695 950 22,945 25,244
6,395 7,497 6,545 0 20,437 22,252
8,080 4,937 1,380 1,105 15,502 16,349
3,500 1,760 250 100 5,610 6,520
2,885 1,601 0 0 4,486 4,600
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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