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Coastal Forest

510787088Analyzed
3v3 RM · 6h ago on Oct 2, 2026· 46m 21s· 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
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Victory
Defeat
🇹🇼 Byzantines · Taiwan
1227
+12
🇹🇼 Saracens · Taiwan
1227
+12
🇹🇼 Persians · Taiwan
1227
+12
🇧🇷 Wei · Brazil
1177
-13
🇪🇸 Spanish · Spain
1151
-12
🇳🇱 Celts · Netherlands
1101
-11
Player eAPM Actions Feudal Castle Imperial Opening
49 2,292 10:23 23:24 38:01 ⚔ Archer Rush
42 1,959 11:01 23:49 37:51 ⚔ Fish Boom into Scouts
30 1,413 10:17 14:32 34:08 ⛏ Fast Castle
29 1,359 10:29 23:01 40:49 ⚔ Scout Rush
27 1,252 12:44 17:30 34:16 ⛏ Fast Castle
16 764 14:37 23:36 43:59 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
29,205 11,406 11,900 2,725 55,236 62,310
13,450 16,619 11,680 995 42,744 48,357
14,440 10,186 9,010 1,750 35,386 37,879
15,665 11,105 6,435 1,075 34,280 49,922
17,630 7,860 6,210 1,500 33,200 38,880
12,905 7,690 4,470 1,525 26,590 31,317
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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