AoeStats
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Coastal Forest

510681939Analyzed
4v4 RM · 17h ago on Oct 2, 2026· 23m 20s· 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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Player eAPM Actions Feudal Castle Imperial Opening
76 1,780 9:06 20:40 — ⚔ Scout Rush
72 1,676 11:44 15:43 — ⛏ Fish Boom FC
55 1,277 10:29 14:23 — ⛏ Fast Castle
51 1,191 8:51 23:14 — ⚔ Scout Rush
51 1,184 8:46 22:30 — ⚔ Archer Rush
41 947 9:03 18:56 — ⛏ Fish Boom FC
39 899 9:45 — — ⚔ Archer Rush
24 561 10:14 — — ⚔ Fire Galley Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,710 5,778 4,480 0 17,968 18,414
6,890 4,926 1,325 200 13,341 13,770
4,600 3,691 1,930 0 10,221 11,487
6,055 3,634 250 130 10,069 12,118
6,540 2,811 400 0 9,751 10,784
4,125 3,133 1,160 750 9,168 10,022
2,865 4,178 790 130 7,963 9,542
3,040 3,131 1,540 0 7,711 8,867
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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