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Four Lakes

503186850Analyzed
2v2 RM · 8d ago on Aug 30, 2026· 75m 55s· 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
🇬🇧 Japanese · United Kingdom
1095
+17
🇨🇭 Ethiopians · Switzerland
1092
+17
🇦🇷 Lithuanians · Argentina
1124
-17
🇫🇮 Malians · Finland
1111
-17
Player eAPM Actions Feudal Castle Imperial Opening
43 3,302 13:15 19:49 47:06 ⛏ Fish Boom FC
33 2,475 12:22 23:00 41:37 ⚔ Fish Boom into Archers
28 2,093 9:59 21:28 34:27 ⚔ Fish Boom into Skirms FC
24 1,815 10:56 23:46 35:56 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,965 30,239 26,800 4,760 84,764 90,067
25,095 24,774 15,260 3,100 68,229 74,386
21,430 19,803 11,510 7,525 60,268 82,063
27,920 19,011 10,720 1,700 59,351 67,061
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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