AoeStats
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Four Lakes

503259325Analyzed
2v2 RM · 2mo ago on Aug 30, 2026· 48m 1s· 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
🇳🇴 Koreans · Norway
1122
+14
🇦🇺 Malay · Australia
1037
+18
vs
🇦🇲 Armenians · Armenia
1182
-21
🇦🇲 Japanese · Armenia
978
-29
Player eAPM Actions Feudal Castle Imperial Opening
35 1,671 11:27 22:26 39:06 ⚔ Drush into Archers
28 1,344 12:45 18:14 31:15 ⚔ Fish Boom into Archers into Skirms into Scouts
17 817 15:35 30:00 — ⚔ Drush
17 801 11:02 17:50 35:43 ⚔ Fish Boom into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
26,875 24,171 12,910 2,385 66,341 77,003
24,460 18,822 11,545 2,150 56,977 58,067
17,845 19,310 9,800 3,150 50,105 57,901
15,195 6,635 3,845 2,050 27,725 32,406
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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