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Rage Forest 2026

502416030Analyzed
4v4 RM · 1mo ago on Aug 27, 2026· 0m 14s· 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
Dark Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇫🇮 Dravidians · Finland
1540
+9
🇲🇦 Ethiopians · Morocco
1457
+12
🇩🇪 Malians · Germany
1443
+13
🇩🇪 Mongols · Germany
1331
+18
🇩🇪 Portuguese · Germany
1534
-20
🇪🇸 Britons · Spain
1416
-15
🇲🇽 Inca · Mexico
1268
-9
🇳🇴 Spanish · Norway
1267
-9
Player eAPM Actions Feudal Castle Imperial Opening
79 19 — — —
66 16 — — —
41 10 — — —
41 10 — — —
41 10 — — —
37 9 — — —
25 6 — — —
25 6 — — —

Resources

Player Food Wood Gold Stone Spent Collected
200 50 0 0 250 —
200 50 0 0 250 —
200 50 0 0 250 —
150 50 0 0 200 —
150 25 0 0 175 —
50 50 0 0 100 —
50 25 0 0 75 —
0 0 0 0 0 —
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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