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Four Lakes

503496699Analyzed
4v4 RM · 9d ago on Aug 31, 2026· 9m 39s· 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
🇦🇷 Slavs · Argentina
833
+17
🇦🇷 Goths · Argentina
829
+17
🇦🇷 Inca · Argentina
803
+18
🇦🇷 Ethiopians · Argentina
789
+19
🇺🇸 Vietnamese · United States
913
-20
🇨🇳 Slavs · China
852
-18
🇺🇸 Khmer · United States
831
-17
🇬🇷 Italians · Greece
827
-17
Player eAPM Actions Feudal Castle Imperial Opening
50 483
49 471 ⛏ Fish Boom
41 394
25 244
20 191
18 171 ⛏ Fish Boom
16 150
1 7

Resources

Player Food Wood Gold Stone Spent Collected
1,900 550 0 0 2,450 3,186
1,250 1,100 0 0 2,350 2,422
1,250 601 0 0 1,851 2,153
900 725 50 0 1,675 1,850
1,300 225 50 0 1,575 2,384
1,000 400 0 0 1,400 2,057
1,050 300 50 0 1,400 1,657
0 0 0 0 0 0
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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