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Four Lakes

502989233Analyzed
4v4 RM · 2mo ago on Aug 29, 2026· 8m 55s· 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
🇦🇷 Dravidians · Argentina
1669
+9
🇺🇸 Wei · United States
1556
+14
🇦🇷 Saracens · Argentina
1456
+19
🇦🇷 Malians · Argentina
1398
+21
vs
🇦🇷 Dravidians · Argentina
1566
-18
🇦🇷 Bengalis · Argentina
1560
-18
🇹🇼 Huns · Taiwan
1523
-16
🇦🇷 Franks · Argentina
1397
-11
Player eAPM Actions Feudal Castle Imperial Opening
79 706 — — — ⛏ Fish Boom
76 680 — — — ⛏ Fish Boom
56 496 — — — ⛏ Fish Boom
48 433 — — —
44 390 — — —
42 374 — — —
32 285 — — —
24 216 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,000 712 0 0 2,712 2,845
1,950 700 50 0 2,700 2,864
1,550 959 50 0 2,559 2,530
1,800 425 0 0 2,225 2,859
1,650 520 50 0 2,220 2,496
1,250 650 50 0 1,950 1,917
1,100 531 0 0 1,631 1,964
1,200 250 50 0 1,500 1,964
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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