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Coastal Forest

510549125Analyzed
3v3 RM · 11h ago on Oct 1, 2026· 54m 53s· 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
🇨🇳 Magyars · China
1469
+18
🇪🇸 Ethiopians · Spain
1454
+19
🇨🇳 Maya · China
1422
+20
🇫🇷 Mongols · France
1587
-22
🇫🇷 Vietnamese · France
1530
-20
🇫🇷 Italians · France
1418
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 3,163 9:03 22:44 42:11 ⚔ Scout Rush
50 2,727 8:00 24:44 48:33 ⚔ Scout Rush
48 2,620 8:51 24:30 41:46 ⚔ Archer Rush
47 2,564 9:49 26:21 45:06 ⚔ Archer Rush
40 2,184 9:48 21:54 42:51 ⚔ Archer Rush
35 1,917 10:01 23:36 37:06 ⚔ Fish Boom into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
29,300 14,702 18,525 1,145 63,672 66,780
25,895 14,757 13,735 1,405 55,792 59,534
25,350 10,303 17,870 1,400 54,923 60,780
15,575 16,784 16,395 1,050 49,804 53,900
13,485 19,466 13,410 3,075 49,436 53,001
17,665 17,802 12,355 875 48,697 54,090
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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