AoeStats
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Coastal Forest

510766952Analyzed
3v3 RM · 12h ago on Oct 2, 2026· 21m 3s· 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
🇲🇴 Gurjaras · Macao SAR China
1209
+12
🇨🇳 Mongols · China
1118
+16
🇲🇴 Berbers · Macao SAR China
1108
+16
1219
-18
1112
-15
🇨🇳 Malay · China
1023
-11
Player eAPM Actions Feudal Castle Imperial Opening
73 1,537 8:05 20:54 — ⚔ Scout Rush
32 675 11:27 — — ⛏ Fish Boom
31 660 10:02 — — ⚔ Scout Rush
27 578 12:54 17:04 — ⛏ Fish Boom FC
24 507 10:36 — —
23 487 12:14 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,555 6,715 200 255 11,725 12,169
5,990 2,833 400 650 9,873 10,891
3,975 3,050 850 0 7,875 9,230
4,115 2,615 480 125 7,335 8,727
3,820 2,260 0 0 6,080 7,786
3,165 1,710 50 0 4,925 6,221
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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