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Coastal Forest

510404245Analyzed
2v2 RM · 11h ago on Sep 30, 2026· 52m 37s· 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
🇦🇷 Saxons · Argentina
1295
+14
🇨🇱 Vikings · Chile
1220
+17
🇪🇸 Khmer · Spain
1336
-18
🇸🇮 Saxons · Slovenia
1177
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 2,811 9:45 23:42 50:23 ⚔ Archer Rush
46 2,436 8:50 21:56 — ⚔ Scout Rush
36 1,883 9:03 22:01 42:27 ⚔ Skirmisher Rush
32 1,690 10:07 25:26 41:43 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
25,615 23,615 15,445 4,525 69,200 75,188
17,285 21,640 7,740 2,760 49,425 54,317
21,645 11,836 13,800 1,850 49,131 53,464
14,315 14,780 8,705 1,925 39,725 43,747
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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