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Coastal Forest

510822103Analyzed
4v4 RM · 10h ago on Oct 2, 2026· 15m 7s· 8 players
Game mode
Random Map
Map size
Large (8 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
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Player eAPM Actions Feudal Castle Imperial Opening
71 1,071 9:03 — — ⚔ Archer Rush
69 1,039 10:55 15:04 — ⛏ Fast Castle
51 769 9:07 — — ⚔ Scout Rush
50 763 9:23 — — ⚔ M@A into Archers
38 575 10:58 14:30 — ⛏ Fish Boom FC
31 473 10:12 — —
28 431 10:05 13:35 — ⛏ Fast Castle
23 350 10:47 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,175 2,245 320 0 5,740 6,398
3,275 1,780 640 0 5,695 6,073
3,235 1,680 465 0 5,380 5,800
3,525 1,430 250 0 5,205 5,572
3,175 1,625 250 0 5,050 5,603
2,250 1,799 225 0 4,274 5,158
2,740 1,452 50 0 4,242 4,480
2,100 1,558 50 0 3,708 4,616
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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