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Four Lakes

503513422Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 46m 45s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇹🇳 Franks · Tunisia
1117
+14
🇫🇷 Cumans · France
1086
+15
🇦🇷 Mapuche · Argentina
1071
-15
🇦🇷 Franks · Argentina
1071
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 2,281 9:45 14:06 ⛏ Fast Castle
41 1,920 11:45 17:04 35:22 ⛏ Fish Boom FC
25 1,146 10:19 21:57 40:32 ⚔ Scouts into Fish Boom into Skirms into Archers
22 1,012 9:40 21:49 33:22 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
24,270 22,652 11,610 2,275 60,807 63,747
20,395 16,515 9,080 1,050 47,040 52,276
17,560 7,110 10,970 2,335 37,975 42,323
4,460 4,651 2,225 850 12,186 13,153
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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