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Four Lakes

503696162Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 55m 35s· 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
🇨🇱 Persians · Chile
806
+16
🇨🇱 Ethiopians · Chile
806
+16
🇦🇷 Mongols · Argentina
823
-20
🇨🇱 Turks · Chile
801
-16
Player eAPM Actions Feudal Castle Imperial Opening
31 1,711 10:47 27:46 42:44 ⛏ Fish Boom into Fire Galleys
18 1,015 12:27 27:49 37:23 ⛏ Fast Castle
13 708 10:44 22:00 38:07 ⚔ Fish Boom into Scouts into Galleys
8 461 13:12 19:41 31:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,960 13,895 14,785 3,890 59,530 63,446
16,070 13,058 12,455 2,530 44,113 60,012
14,630 15,718 10,830 2,175 43,353 50,643
9,500 12,610 10,005 1,835 33,950 43,147
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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