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Four Lakes

503127769Analyzed
2v2 RM · 11d ago on Aug 30, 2026· 47m 40s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇺🇸 Poles · United States
817
+18
🇫🇷 Tatars · France
800
+19
🇫🇷 Saracens · France
860
-18
🇫🇷 Italians · France
859
-18
Player eAPM Actions Feudal Castle Imperial Opening
23 1,115 11:37 23:41 32:05 ⛏ Fish Boom
21 1,024 12:09 17:18 40:40 ⛏ Fast Castle
14 691 13:32 21:02 39:38 ⛏ Fish Boom FC
12 572 12:08 23:26 38:04 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,735 12,000 9,630 1,645 42,010 47,695
20,885 8,703 9,145 2,255 40,988 51,027
14,950 13,055 10,395 1,720 40,120 45,860
13,600 11,535 9,095 1,700 35,930 44,690
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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