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Coastal Forest

510287609Analyzed
3v3 RM · 2d ago on Sep 30, 2026· 29m 12s· 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
🇦🇺 Saxons · Australia
1552
+8
🇦🇺 Danes · Australia
1436
+12
🇦🇺 Saxons · Australia
1433
+12
🇪🇪 Mongols · Estonia
1393
-12
🇭🇰 Varangians · Hong Kong SAR China
1339
-10
🇭🇰 Poles · Hong Kong SAR China
1328
-10
Player eAPM Actions Feudal Castle Imperial Opening
53 1,560 9:20 22:34 — ⚔ Fish Boom into Scouts
49 1,441 8:47 23:03 — ⚔ Archer Rush
35 1,021 9:44 16:36 — ⛏ Fish Boom FC
35 1,023 9:47 23:47 — ⚔ M@A into Fish Boom into Skirms
34 1,004 9:08 21:19 — ⚔ Archers into Fish Boom
19 547 11:01 26:31 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,200 7,319 2,380 300 20,199 20,477
6,675 7,373 4,025 100 18,173 18,283
6,000 6,566 4,185 0 16,751 16,828
6,985 6,416 1,295 325 15,021 15,568
6,845 5,270 2,645 200 14,960 15,572
4,530 3,635 250 600 9,015 10,278
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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