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Four Lakes

503428971Analyzed
3v3 RM · 9d ago on Aug 31, 2026· 60m 21s· 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 · Denmark
1018
+19
🇩🇰 Cumans · Denmark
1017
+19
🇩🇰 Koreans · Denmark
1017
+19
🇨🇳 Celts · China
1112
-20
🇻🇳 Berbers · Vietnam
1087
-19
🇵🇹 Ethiopians · Portugal
1070
-18
Player eAPM Actions Feudal Castle Imperial Opening
29 1,732 10:18 15:20 ⛏ Fast Castle
26 1,567 11:36 20:02 31:17 ⚔ Fish Boom into M@A FC
24 1,439 11:08 23:51 36:35 ⛏ Fish Boom
21 1,259 10:36 21:38 34:32 ⛏ Fish Boom
19 1,135 9:35 21:39 29:26 ⚔ Scout Rush
9 566 11:14 19:05 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,775 33,204 8,330 5,500 75,809 79,101
27,515 17,900 20,275 2,375 68,065 77,624
22,405 14,745 16,925 1,500 55,575 68,332
16,690 21,541 14,620 2,555 55,406 61,093
9,275 12,864 1,695 7,430 31,264 32,982
6,675 6,681 480 1,860 15,696 20,319
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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