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Four Lakes

503662461Analyzed
2v2 RM · 7d ago on Sep 1, 2026· 63m 40s· 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
🇩🇴 Bohemians · Dominican Republic
1027
+15
🇲🇽 Tatars · Mexico
968
+18
🇮🇹 Byzantines · Italy
1017
-17
🇮🇹 Romans · Italy
1015
-17
Player eAPM Actions Feudal Castle Imperial Opening
57 3,618 10:58 22:31 36:14 ⛏ Fish Boom FC
44 2,787 12:06 22:46 39:21 ⚔ Fish Boom into Skirms
43 2,765 12:02 25:28 37:45 ⚔ Fish Boom into Archers
21 1,340 12:36 27:05 39:29 ⚔ Fish Boom into Archers

Resources

Player Food Wood Gold Stone Spent Collected
28,255 24,783 27,710 1,885 82,633 86,648
34,815 28,020 11,945 3,895 78,675 82,766
28,545 24,240 9,760 2,350 64,895 70,683
14,540 23,535 10,415 2,255 50,745 55,681
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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