AoeStats
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Four Lakes

503287066Analyzed
4v4 RM · 7d ago on Aug 31, 2026· 60m 40s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇻🇪 Ethiopians · Venezuela
1210
+12
🇹🇼 Shu · Taiwan
1172
+13
🇺🇸 Franks · United States
1159
+14
🇨🇦 Romans · Canada
1105
+16
🇦🇷 Persians · Argentina
1241
-20
🇦🇷 Japanese · Argentina
1082
-12
🇦🇷 Ethiopians · Argentina
1071
-12
🇦🇷 Chinese · Argentina
1046
-11
Player eAPM Actions Feudal Castle Imperial Opening
45 2,732 9:08 18:35 36:20 ⚔ Fish Boom into Scouts
40 2,453 9:53 19:22 40:51 ⚔ Scout Rush
36 2,211 12:19 16:35 38:17 ⛏ Fish Boom FC
34 2,067 12:03 22:12 39:06 ⚔ Fish Boom into M@A into Skirms
29 1,760 11:32 22:20 36:39 ⚔ Fish Boom into Archers
27 1,668 9:16 26:42 48:17 ⚔ M@A into Archers
23 1,400 9:59 25:57 43:32 ⚔ Archer Rush
13 788 12:05 25:01 54:28 ⚔ Fish Boom into Fire Galleys into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
43,430 22,062 25,730 1,605 92,827 98,930
.
39,755 19,320 15,170 2,450 76,695 86,645
31,105 11,697 24,620 3,000 70,422 75,498
24,530 25,693 12,105 2,800 65,128 78,423
15,780 22,793 12,010 2,095 52,678 56,204
16,630 19,422 10,965 1,605 48,622 52,246
19,460 15,246 5,545 2,710 42,961 45,498
7,970 11,295 7,245 1,885 28,395 29,967
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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