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Coastal Forest

510421320Analyzed
2v2 RM · 11h ago on Sep 30, 2026· 52m 50s· 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
🇧🇷 Magyars · Brazil
1546
+10
🇧🇷 Britons · Brazil
1445
+14
🇧🇷 Vietnamese · Brazil
1488
-15
🇦🇷 Saxons · Argentina
1328
-9
Player eAPM Actions Feudal Castle Imperial Opening
64 3,402 8:53 26:29 41:10 ⚔ Archer Rush
54 2,875 9:42 13:46 40:19 ⛏ Fast Castle
48 2,513 9:10 24:54 47:48 ⚔ Scout Rush
34 1,807 9:08 25:23 45:26 ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
19,155 23,600 7,830 4,610 55,195 62,371
23,085 17,775 10,385 200 51,445 52,742
12,400 16,535 14,635 3,550 47,120 53,859
22,280 13,393 2,985 1,295 39,953 42,951
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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