AoeStats
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Coastal Forest

511027025Analyzed
2v2 RM · 7h ago on Oct 3, 2026· 50m 2s· 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
🇦🇹 Tatars · Austria
853
+15
🇺🇸 Saxons · United States
843
+15
🇺🇸 Huns · United States
891
-18
🇺🇸 Maya · United States
763
-12
Player eAPM Actions Feudal Castle Imperial Opening
59 2,935 10:39 23:01 41:42 ⚔ Scouts into Archers
24 1,211 12:07 16:11 35:20 ⛏ Fish Boom FC
22 1,082 9:56 23:18 40:00 ⚔ Skirmisher Rush
11 566 11:20 23:34 46:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,545 23,850 10,205 2,545 62,145 69,515
15,215 26,915 7,230 2,040 51,400 56,166
21,450 14,500 9,170 1,600 46,720 54,292
9,785 6,365 5,435 1,725 23,310 24,647
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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