AoeStats
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Coastal Forest

510864173Analyzed
3v3 RM · 15h ago on Oct 2, 2026· 18m 54s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇦🇷 Varangians · Argentina
1458
+14
🇦🇷 Ethiopians · Argentina
1453
+14
🇦🇷 Vietnamese · Argentina
1317
+20
🇦🇹 Saracens · Austria
1486
-19
🇦🇹 Koreans · Austria
1485
-19
🇦🇹 Ethiopians · Austria
1250
-10
Player eAPM Actions Feudal Castle Imperial Opening
63 1,188 11:35 15:38 — ⛏ Fish Boom FC
52 988 8:55 — — ⚔ Scout Rush
50 951 8:57 — — ⚔ Archer Rush
49 930 9:06 — — ⚔ Archer Rush
48 905 9:28 — — ⚔ M@A Rush
28 531 10:45 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,955 2,782 1,000 0 7,737 8,178
2,900 2,922 1,315 125 7,262 7,559
3,150 2,965 1,135 0 7,250 8,174
3,780 2,763 250 0 6,793 8,145
3,805 2,686 270 0 6,761 7,532
2,750 2,368 815 125 6,058 6,747
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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