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Coastal Forest

510515232Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 16m 41s· 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
🇨🇳 Italians · China
1389
+10
🇩🇪 Wei · Germany
1356
+12
🇨🇳 Koreans · China
1345
+12
🇨🇳 Franks · China
1337
+12
🇨🇳 Inca · China
1300
-12
🇩🇪 Varangians · Germany
1264
-12
🇳🇴 Chinese · Norway
1236
-11
🇰🇬 Hindustanis · Kyrgyzstan
1233
-11
Player eAPM Actions Feudal Castle Imperial Opening
67 1,116 8:52 — — ⚔ Archer Rush
52 876 9:28 — — ⚔ Scout Rush
47 778 11:14 16:04 — ⛏ Fish Boom FC
46 769 10:27 16:04 — ⛏ Fast Castle
42 707 11:20 — — ⚔ Skirmisher Rush
39 657 11:38 — —
31 512 10:04 13:35 — ⛏ Fast Castle
27 456 11:04 15:37 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
3,670 1,730 400 100 5,900 6,356
3,350 2,215 250 0 5,815 6,635
3,175 1,860 200 195 5,430 6,436
2,100 2,443 860 0 5,403 5,985
3,020 1,525 385 0 4,930 4,764
2,675 1,765 50 0 4,490 5,331
2,315 1,573 50 0 3,938 4,572
2,450 1,355 50 0 3,855 4,540
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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