AoeStats
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Four Lakes

503036970Analyzed
4v4 RM · 2mo ago on Aug 30, 2026· 11m 56s· 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
🇧🇷 Celts · Brazil
889
+19
🇨🇴 Khmer · Colombia
886
+19
🇨🇳 Italians · China
869
+20
🇺🇸 Portuguese · United States
822
+22
vs
🇺🇸 Slavs · United States
1013
-22
🇺🇸 Franks · United States
978
-21
🇺🇸 Italians · United States
978
-21
🇺🇸 Chinese · United States
865
-16
Player eAPM Actions Feudal Castle Imperial Opening
39 464 11:16 — — ⚔ Drush
26 312 — — —
26 307 — — —
24 291 11:41 — —
23 271 — — —
22 266 — — —
11 135 — — — ⚔ Drush
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,100 1,050 120 0 3,270 3,115
1,950 770 50 0 2,770 3,722
1,650 960 50 0 2,660 3,157
1,350 1,270 40 0 2,660 3,090
1,300 650 0 0 1,950 2,435
1,000 550 50 0 1,600 1,985
1,100 275 50 0 1,425 1,468
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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