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Four Lakes

502869425Analyzed
3v3 RM · 3h ago on Aug 29, 2026· 32m 44s· 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
🇹🇼 Berbers · Taiwan
1538
+17
🇹🇼 Magyars · Taiwan
1525
+18
🇹🇼 Vietnamese · Taiwan
1508
+19
🇨🇦 Vietnamese · Canada
1653
-22
🇨🇳 Khmer · China
1554
-17
🇫🇷 Persians · France
1496
-15

Replay analysis

Player eAPM Actions Feudal Castle Imperial Opening
Yo Khmer
65 2,121 8:14 24:34 ⚔ Scout Rush
59 1,929 12:15 15:58 ⛏ Fish Boom FC
58 1,896 8:55 26:03 ⚔ Scout Rush
Aei Persians
53 1,735 10:24 17:47 ⛏ Fish Boom FC
50 1,626 9:20 23:37 ⚔ Archer Rush
Neorise Vietnamese
42 1,381 9:27 25:05 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,450 10,050 7,065 200 36,765 37,623
22,140 6,529 6,560 100 35,329 35,593
12,500 5,270 4,325 200 22,295 22,150
10,130 6,924 4,385 200 21,639 23,063
7,125 6,920 4,655 100 18,800 19,868
6,925 6,560 4,515 0 18,000 20,212
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, with civ discounts not modelled. Collected adds what was still banked at the end: 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.