AoeStats
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Coastal Forest

510933918Analyzed
4v4 RM · 11h ago on Oct 3, 2026· 12m 59s· 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
🇺🇸 Berbers · United States
1221
+13
🇺🇸 Japanese · United States
1197
+14
🇵🇭 Hindustanis · Philippines
1150
+16
🇬🇧 Mongols · United Kingdom
1112
+17
🇧🇷 Varangians · Brazil
1174
-16
🇨🇱 Japanese · Chile
1164
-16
🇨🇦 Japanese · Canada
1152
-15
🇵🇪 Lithuanians · Peru
1106
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 528 8:32 — — ⚔ Scout Rush
35 459 9:24 — — ⚔ Scout Rush
30 395 — — —
25 329 10:32 — — ⚔ M@A into Fish Boom
22 287 — — —
22 290 11:02 — —
15 198 10:46 — —
8 109 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,545 1,600 50 0 4,195 4,049
2,150 1,350 290 0 3,790 3,892
2,305 1,235 50 0 3,590 3,765
1,700 1,103 50 0 2,853 3,656
1,605 1,125 50 0 2,780 3,487
1,000 125 0 0 1,125 1,486
1,050 25 50 0 1,125 1,217
450 225 0 0 675 757
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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