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Four Lakes

503412715Analyzed
3v3 RM · 2mo ago on Aug 31, 2026· 51m 7s· 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
🇹🇷 Japanese · Türkiye
1078
+12
🇹🇷 Magyars · Türkiye
1059
+13
🇹🇷 Tatars · Türkiye
903
+20
vs
🇨🇳 Huns · China
1030
-17
🇮🇹 Franks · Italy
997
-15
🇳🇴 Malay · Norway
941
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 2,759 10:51 22:33 43:32 ⚔ Fish Boom into Scouts
40 2,030 10:13 14:24 28:35 ⛏ Fast Castle
34 1,716 10:47 20:25 27:36 ⛏ Fish Boom FC
29 1,462 10:02 14:41 — ⛏ Fast Castle
21 1,060 11:52 19:56 34:00 ⛏ Fast Castle
13 640 9:55 20:10 30:34 ⛏ Fish Boom into Galleys

Resources

Player Food Wood Gold Stone Spent Collected
22,115 18,073 8,835 3,020 52,043 67,637
10,975 15,580 8,485 2,150 37,190 48,554
12,935 13,277 7,370 2,400 35,982 37,918
14,920 6,035 9,545 2,080 32,580 40,791
13,280 8,605 7,805 1,400 31,090 38,228
13,510 8,545 2,665 1,870 26,590 27,609
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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