AoeStats
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Four Lakes

503116836Analyzed
3v3 RM · 10d ago on Aug 30, 2026· 38m 4s· 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
🇦🇺 Hindustanis · Australia
1124
+13
🇦🇺 Georgians · Australia
1048
+17
🇦🇺 Gurjaras · Australia
1043
+17
🇩🇰 Armenians · Denmark
1132
-19
🇦🇹 Saracens · Austria
1055
-15
🇪🇸 Cumans · Spain
1015
-13
Player eAPM Actions Feudal Castle Imperial Opening
51 1,942 9:57 21:14 ⚔ Scout Rush
37 1,413 9:09 22:52 37:23 ⚔ Scout Rush
33 1,260 11:22 21:38 ⚔ M@A Rush
32 1,213 10:45 16:27 34:32 ⛏ Fish Boom FC
25 952 10:36 24:10 ⛏ Fish Boom
0 3

Resources

Player Food Wood Gold Stone Spent Collected
15,545 11,395 2,975 2,290 32,205 32,813
13,095 10,790 4,800 3,045 31,730 36,291
13,910 11,562 5,415 200 31,087 33,353
8,475 10,690 3,055 1,625 23,845 28,505
11,760 6,165 3,310 750 21,985 24,533
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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