AoeStats
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Coastal Forest

511360928Analyzed
3v3 RM · 14d ago on Oct 4, 2026· 21m 10s· 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
🇧🇷 Mongols · Brazil
1339
+9
🇧🇷 Burmese · Brazil
1271
+12
🇧🇷 Franks · Brazil
809
+29
vs
🇪🇨 Mongols · Ecuador
1197
-17
🇪🇨 Franks · Ecuador
1153
-17
🇪🇨 Maya · Ecuador
1131
-16
Player eAPM Actions Feudal Castle Imperial Opening
37 782 10:22 — — ⛏ Fish Boom
33 706 10:24 — — ⚔ Archer Rush
29 620 10:52 — — ⚔ Fish Boom into Archers
29 621 11:31 — — ⚔ Scout Rush
25 521 11:17 — — ⚔ Archer Rush
19 393 10:42 15:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,900 4,309 795 0 10,004 11,241
5,030 2,055 1,000 100 8,185 9,102
2,810 4,045 1,045 0 7,900 9,417
4,410 2,468 250 0 7,128 8,004
2,770 2,555 640 0 5,965 6,886
2,825 2,343 320 125 5,613 6,273
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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