AoeStats
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Four Lakes

503606847Analyzed
4v4 RM · 8d ago on Sep 1, 2026· 10m 58s· 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
🇨🇳 Ethiopians · China
1319
+14
1269
+17
1259
+17
🇹🇷 Wei · Türkiye
1225
+19
🇨🇳 Malians · China
1421
-23
🇨🇳 Huns · China
1261
-16
🇨🇳 Malay · China
1259
-16
🇨🇳 Khmer · China
1197
-13
Player eAPM Actions Feudal Castle Imperial Opening
70 765 9:28 ⛏ Fish Boom
53 578 9:52 ⛏ Fish Boom into Fire Galleys
49 537 10:09 ⛏ Fish Boom
47 517 10:55 ⛏ Fish Boom
47 515 9:45
37 411 ⛏ Fish Boom
31 345 10:13
18 198 10:52

Resources

Player Food Wood Gold Stone Spent Collected
1,700 1,505 135 0 3,340 3,524
1,750 1,315 50 0 3,115 3,208
2,000 1,025 50 0 3,075 3,001
1,780 1,106 0 0 2,886 3,582
1,600 1,217 50 0 2,867 2,981
1,750 950 50 0 2,750 4,190
1,700 1,000 0 0 2,700 3,194
1,400 781 50 0 2,231 2,571
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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