AoeStats
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Four Lakes

503645163Analyzed
3v3 RM · 9d ago on Sep 1, 2026· 42m 31s· 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
🇸🇰 Bulgarians · Slovakia
777
+14
🇷🇺 Celts · Russia
768
+14
🇿🇦 Armenians · South Africa
730
+16
🇭🇰 Armenians · Hong Kong SAR China
787
-17
🇮🇳 Hindustanis · India
783
-17
🇭🇰 Khmer · Hong Kong SAR China
602
-9
Player eAPM Actions Feudal Castle Imperial Opening
22 936 10:44 26:07 ⚔ Skirmisher Rush
20 848 10:55 ⛏ Fish Boom
18 756 13:41 17:58 24:55 ⛏ Fish Boom FC
17 728 10:33 27:50 ⚔ M@A Rush
16 671 12:22 26:50 ⛏ Fish Boom
10 412 11:36 23:25 39:00 ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
13,265 8,310 4,470 1,025 27,070 30,990
8,215 6,966 2,585 750 18,516 22,363
7,605 7,592 1,950 100 17,247 19,949
8,535 3,865 1,840 0 14,240 16,973
7,260 3,750 1,345 795 13,150 17,023
3,375 4,475 425 725 9,000 10,283
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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