AoeStats
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Four Lakes

502934578Analyzed
4v4 RM · 11d ago on Aug 29, 2026· 12m 22s· 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
🇻🇪 Hindustanis · Venezuela
1278
+15
🇵🇪 Georgians · Peru
1274
+15
🇺🇸 Mongols · United States
1269
+15
🇦🇷 Shu · Argentina
1214
+18
🇨🇴 Maya · Colombia
1260
-16
🇮🇳 Mongols · India
1253
-16
🇨🇭 Persians · Switzerland
1244
-15
🇺🇸 Khmer · United States
1237
-15
Player eAPM Actions Feudal Castle Imperial Opening
68 838 10:39 ⚔ Fish Boom into Scouts
44 541 10:11
43 534 9:49 ⛏ Fish Boom
37 457 9:15
32 393 9:14 ⚔ Scout Rush
26 319 10:34 ⛏ Fish Boom
23 284 10:21
22 276

Resources

Player Food Wood Gold Stone Spent Collected
5,060 1,900 50 0 7,010 6,917
1,850 1,776 140 0 3,766 3,744
2,300 1,194 0 0 3,494 4,033
1,600 1,648 50 0 3,298 4,042
1,995 1,170 0 0 3,165 3,288
1,500 776 0 0 2,276 2,794
1,350 875 50 0 2,275 3,016
850 125 0 0 975 1,684
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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