AoeStats
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Coastal Forest

510674850Analyzed
3v3 RM · 2d ago on Oct 2, 2026· 20m 59s· 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
🇨🇱 Franks · Chile
1170
+11
🇨🇱 Ethiopians · Chile
1143
+12
🇨🇱 Khmer · Chile
1040
+17
🇺🇸 Japanese · United States
1072
-14
🇺🇸 Mongols · United States
1060
-13
🇺🇸 Khitans · United States
1047
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 971 10:29 — — ⚔ M@A into Scouts
43 913 10:03 — — ⚔ Scout Rush
43 913 10:08 — — ⚔ Scout Rush
36 752 11:09 — — ⚔ Archer Rush
31 645 11:18 — — ⚔ Archer Rush
23 492 9:31 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,175 2,657 250 0 8,082 9,330
4,475 3,182 150 0 7,807 8,502
4,580 2,700 50 0 7,330 8,015
2,950 2,741 1,335 210 7,236 7,445
3,610 2,193 255 0 6,058 6,559
1,850 3,146 275 0 5,271 6,071
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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