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Coastal Forest

503087449Analyzed
4v4 RM · 1mo ago on Aug 30, 2026· 18m 1s· 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
🇹🇼 Mongols · Taiwan
1386
+11
🇨🇳 Hindustanis · China
1236
+18
🇨🇳 Teutons · China
1234
+18
🇻🇳 Magyars · Vietnam
1219
+19
🇹🇼 Persians · Taiwan
1288
-17
🇦🇹 Tatars · Austria
1274
-16
🇯🇵 Turks · Japan
1274
-16
🇸🇮 Khmer · Slovenia
1264
-16
Player eAPM Actions Feudal Castle Imperial Opening
65 1,167 8:53 — — ⚔ Scout Rush
63 1,143 8:32 — — ⚔ Scout Rush
56 1,000 12:03 — — ⛏ Fish Boom
52 941 9:31 — — ⚔ Scout Rush
44 794 11:43 17:10 — ⛏ Fast Castle
33 594 10:12 — — ⛏ Fast Castle
25 449 11:48 16:43 — ⛏ Fish Boom FC
22 402 9:26 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,325 2,976 425 175 6,901 7,490
3,575 2,061 250 200 6,086 6,587
3,455 2,257 345 0 6,057 8,097
3,765 2,191 50 0 6,006 6,378
3,640 1,943 150 0 5,733 6,523
3,030 2,451 50 0 5,531 6,557
3,595 1,539 250 0 5,384 7,216
2,575 2,345 150 45 5,115 6,144
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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