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Coastal Forest

510935503Analyzed
2v2 RM · 14d ago on Oct 3, 2026· 26m 53s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇦🇺 Armenians · Australia
1123
+16
🇦🇺 Khmer · Australia
1123
+16
vs
🇵🇰 Ethiopians · Pakistan
1157
-17
🇺🇸 Spanish · United States
1108
-15
Player eAPM Actions Feudal Castle Imperial Opening
48 1,294 9:29 25:10 — ⚔ Scout Rush
30 803 11:22 — — ⚔ M@A Rush
23 628 13:14 22:46 — ⚔ Fish Boom into Scouts
14 369 12:20 — —

Resources

Player Food Wood Gold Stone Spent Collected
8,090 5,398 620 100 14,208 14,788
4,835 3,053 700 100 8,688 10,109
4,725 2,945 870 125 8,665 10,840
2,840 1,270 50 250 4,410 5,567
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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