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Four Lakes

503572050Analyzed
4v4 RM · 3d ago on Sep 1, 2026· 13m 13s· 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
🇹🇷 Britons · Türkiye
772
+16
🇨🇷 Sicilians · Costa Rica
771
+16
🇰🇿 Jurchens · Kazakhstan
763
+16
🇺🇸 Khmer · United States
730
+18
🇨🇱 Ethiopians · Chile
821
-19
🇨🇳 Japanese · China
778
-17
🇬🇧 Franks · United Kingdom
747
-15
🇩🇪 Vietnamese · Germany
731
-15
Player eAPM Actions Feudal Castle Imperial Opening
nefret Britons
25 326 11:08 ⚔ Drush
_gaara_ Sicilians
20 265 11:40
MAC01 Khmer
20 267 ⚔ Drush
Valius Jurchens
19 251
11 143
Mapuche Mayer Ethiopians
2 25
bnana2K Japanese
1 12
quappus Vietnamese
1 9

Resources

Player Food Wood Gold Stone Spent Collected
2,235 1,330 190 0 3,755 4,021
1,740 995 250 175 3,160 3,247
2,100 325 50 0 2,475 2,241
1,000 175 50 0 1,225 974
750 375 60 0 1,185 835
0 0 50 0 50 0
0 0 0 0 0 0
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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