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Coastal Forest

503311088Analyzed
4v4 RM · 1mo ago on Aug 31, 2026· 39m 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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1600
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1581
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1551
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1557
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1554
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Player eAPM Actions Feudal Castle Imperial Opening
51 2,001 9:40 29:35 — ⚔ Archer Rush
49 1,922 9:18 19:12 36:14 ⚔ Fish Boom into Scouts
42 1,645 10:41 14:58 33:41 ⛏ Fish Boom FC
37 1,472 9:47 25:42 — ⚔ Scout Rush
36 1,419 10:54 16:38 31:04 ⛏ Fish Boom FC
33 1,290 9:18 21:41 38:42 ⚔ Scout Rush
30 1,177 9:25 21:16 — ⚔ Archer Rush
24 940 10:29 19:14 — ⛏ Fish Boom into Fire Galleys FC

Resources

Player Food Wood Gold Stone Spent Collected
16,255 16,733 5,815 1,050 39,853 45,527
14,190 15,575 5,695 955 36,415 38,948
16,315 11,708 5,235 2,350 35,608 36,719
14,935 9,668 3,835 1,830 30,268 31,384
17,155 7,110 3,890 500 28,655 32,174
13,440 8,659 5,735 300 28,134 29,713
8,610 8,189 4,055 2,265 23,119 27,822
8,785 9,585 2,660 915 21,945 23,499
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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