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Coastal Forest

510619262Analyzed
3v3 RM · 5h ago on Oct 1, 2026· 33m 20s· 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
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
1443
+19
🇪🇸 Dravidians · Spain
1399
+21
🇪🇸 Malay · Spain
1395
+21
🇫🇷 Burgundians · France
1578
-23
🇹🇷 Sicilians · Türkiye
1566
-22
🇮🇳 Vikings · India
1405
-16
Player eAPM Actions Feudal Castle Imperial Opening
76 2,518 10:18 16:05 — ⛏ Fish Boom FC
64 2,117 8:34 20:17 — ⚔ Scout Rush
46 1,520 9:22 25:40 — ⚔ Archer Rush
42 1,396 9:59 24:35 — ⚔ Archer Rush
28 932 10:58 27:25 — ⚔ Scout Rush
24 793 10:38 18:02 32:05 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
14,755 7,135 3,640 200 25,730 27,537
8,450 8,454 4,890 125 21,919 24,239
10,380 7,343 3,670 200 21,593 22,420
6,475 8,592 5,775 220 21,062 21,348
6,400 6,560 4,805 140 17,905 18,718
8,570 5,458 2,050 735 16,813 17,401
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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