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Four Lakes

502931160Analyzed
1v1v1v1v1v1v1v1 RM · 11d ago on Aug 29, 2026· 11m 15s· 8 players
Game mode
Random Map
Map size
Tiny (2 player)
Population
200
Speed
Fast
Resources
Standard
Victory
Standard
Starting age
Dark Age
Ending age
Dark Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats

Team 6

Victory
🇳🇱 Wu · Netherlands
1565
+5

Team 7

Victory
🇩🇪 Goths · Germany
1426
+10

Team 11

Victory
🇮🇳 Tatars · India
1608
+4

Team 12

Victory
🇨🇳 Malians · China
1569
+5

Team 8

Defeat
🇻🇳 Chinese · Vietnam
1234
-5

Team 9

Defeat
🇻🇳 Mongols · Vietnam
1343
-8

Team 10

Defeat
🇩🇪 Jurchens · Germany
1324
-7

Team 13

Defeat
🇫🇷 Celts · France
1262
-5
Player eAPM Actions Feudal Castle Imperial Opening
75 840
36 411
29 322
24 274
23 258
22 250
17 187
6 70

Resources

Player Food Wood Gold Stone Spent Collected
150 5,775 100 0 6,025 1,440
1,385 2,325 855 50 4,615 234
150 2,450 100 0 2,700 767
0 1,750 0 0 1,750 0
0 1,750 0 0 1,750 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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