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Four Lakes

502979727Analyzed
3v3 RM · 11d ago on Aug 29, 2026· 16m 37s· 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
🇧🇪 Wu · Belgium
1401
+14
🇫🇷 Chinese · France
1361
+16
🇫🇷 Ethiopians · France
1275
+20
🇦🇹 Koreans · Austria
1415
-19
🇦🇹 Jurchens · Austria
1415
-19
🇦🇹 Lithuanians · Austria
1266
-12
Player eAPM Actions Feudal Castle Imperial Opening
57 946 9:53 ⚔ Fish Boom into Archers
50 835 9:34 ⚔ Fish Boom into Archers
47 778 10:05 ⚔ Fish Boom into Archers into Galleys
42 701 9:24 ⚔ M@A into Archers
36 600 8:30 ⚔ Fish Boom into Scouts
33 552 10:37 ⚔ Fish Boom into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
2,900 2,652 955 0 6,507 6,925
2,970 2,658 650 0 6,278 7,350
2,300 3,036 785 0 6,121 7,024
2,450 2,735 645 130 5,960 6,322
2,765 2,351 550 5 5,671 6,889
2,845 2,339 50 0 5,234 6,169
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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