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Four Lakes

503291335Analyzed
3v3 RM · 2d ago on Aug 31, 2026· 19m 56s· 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
🇮🇳 Hindustanis · India
791
+17
🇺🇸 Franks · United States
777
+18
🇺🇸 Vietnamese · United States
726
+20
🇺🇸 Dravidians · United States
843
-20
🇦🇺 Inca · Australia
831
-19
🇺🇸 Ethiopians · United States
787
-29
Player eAPM Actions Feudal Castle Imperial Opening
junstar Franks
41 821 11:10 ⚔ Scout Rush
24 475 10:32 ⚔ Archer Rush
Leuthifur Dravidians
20 390 13:28 ⚔ Fish Boom into Archers
peteshearer1515 Ethiopians
14 285 11:15 ⛏ Fish Boom
viditdhaka2805 Vietnamese
13 266 11:42 ⚔ M@A into Skirms
souravmalik858 Hindustanis
12 237 12:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,700 3,975 705 80 8,460 11,077
4,085 2,377 245 0 6,707 7,324
2,770 2,369 50 0 5,189 7,613
2,625 2,285 225 0 5,135 5,498
2,440 1,883 40 0 4,363 4,612
1,835 1,635 315 0 3,785 4,506
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, with civ discounts not modelled. Collected adds what was still banked at the end: 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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