AoeStats
← Sri harsha

Four Lakes

503730730Analyzed
4v4 RM · 8d ago on Sep 2, 2026· 72m 32s· 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
🇺🇸 Persians · United States
943
+15
🇲🇽 Portuguese · Mexico
913
+17
🇺🇸 Bulgarians · United States
896
+18
🇨🇴 Magyars · Colombia
890
+18
🇺🇸 Vietnamese · United States
1035
-22
🇺🇸 Goths · United States
933
-17
🇺🇸 Hindustanis · United States
925
-17
🇺🇸 Franks · United States
826
-17
Player eAPM Actions Feudal Castle Imperial Opening
34 2,480 11:23 22:06 36:12 ⛏ Fish Boom
28 2,023 10:58 23:00 51:00 ⚔ Skirmisher Rush
25 1,833 13:15 24:02 29:13 ⛏ Fish Boom FC into Fast Imp
21 1,548 12:28 18:09 34:49 ⛏ Fish Boom FC
13 924 10:52 16:26 45:56 ⛏ Fish Boom FC
12 862 11:56 19:53 66:08 ⚔ Fish Boom into Archers into Skirms
8 565 11:27 19:11 32:41 ⛏ Fast Castle
7 526 15:08 24:45 33:12 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
44,360 43,978 3,015 3,650 95,003 100,971
24,905 22,304 28,830 5,720 81,759 106,763
19,660 35,990 20,830 2,160 78,640 82,161
25,430 26,520 17,315 2,410 71,675 84,370
27,650 15,429 17,375 2,835 63,289 81,730
16,540 23,432 5,835 2,600 48,407 50,870
22,320 7,015 12,225 300 41,860 46,009
16,705 8,658 10,270 850 36,483 48,080
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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