AoeStats
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Four Lakes

503732972Analyzed
2v2 RM · 2mo ago on Sep 2, 2026· 61m 50s· 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
🇦🇷 Aztecs · Argentina
883
+14
🇦🇷 Byzantines · Argentina
799
+18
vs
🇧🇷 Malay · Brazil
885
-18
🇨🇦 Japanese · Canada
805
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 2,036 11:13 24:11 35:29 ⚔ Scout Rush
25 1,565 10:26 19:53 54:07 ⛏ Fast Castle
19 1,177 11:46 16:56 43:51 ⚔ FC into Scouts
13 811 11:13 18:34 53:39 ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
16,045 16,373 10,140 2,900 45,458 55,377
14,915 11,950 6,605 5,825 39,295 43,493
16,860 11,215 6,365 3,100 37,540 40,079
15,275 13,404 5,860 2,000 36,539 38,121
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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