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Four Lakes

503125777Analyzed
3v3 RM · 11d ago on Aug 30, 2026· 76m 9s· 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
🇨🇳 Shu · China
1203
+13
🇨🇳 Italians · China
1201
+13
🇨🇳 Franks · China
1122
+17
🇩🇪 Ethiopians · Germany
1187
-17
🇩🇪 Mongols · Germany
1128
-14
🇩🇪 Magyars · Germany
1106
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 4,152 10:16 25:54 41:13 ⚔ Archers into Skirms
50 3,835 9:52 21:11 34:16 ⚔ Archer Rush
33 2,531 12:10 16:36 36:29 ⛏ Fast Castle
33 2,499 11:52 16:01 36:25 ⛏ Fish Boom FC
32 2,462 10:21 21:10 36:51 ⚔ Scout Rush
26 1,963 11:32 16:03 41:42 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,860 42,413 18,505 4,900 108,678 112,931
46,195 16,154 28,030 1,435 91,814 93,929
27,650 25,020 25,840 3,915 82,425 103,006
25,960 31,773 12,720 4,565 75,018 85,188
18,365 25,415 18,730 1,400 63,910 69,161
21,150 25,055 14,510 1,085 61,800 63,363
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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