AoeStats
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Four Lakes

503754870Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 37m 49s· 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
🇲🇽 Aztecs · Mexico
660
+7
🇲🇽 Cumans · Mexico
646
+7
🇲🇽 Romans · Mexico
633
+7
🇺🇸 Mongols · United States
450
-8
🇺🇸 Bulgarians · United States
445
-8
🇺🇸 Khmer · United States
381
-6
Player eAPM Actions Feudal Castle Imperial Opening
27 1,008 12:41 26:19 ⚔ Fish Boom into Fire Galleys into Archers into Scouts
25 940 10:39 ⛏ Fish Boom
18 673 9:57 20:40 ⚔ Scout Rush
16 615 16:24 32:37 ⚔ Fish Boom into M@A into Skirms
13 485 10:55 23:39 ⛏ Fast Castle
6 244 9:48 27:09 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,390 8,340 3,390 200 26,320 32,763
6,885 8,435 4,810 0 20,130 26,210
7,235 7,855 2,635 650 18,375 20,505
6,625 4,530 2,515 750 14,420 17,940
6,340 5,250 675 1,350 13,615 16,481
2,675 2,200 740 100 5,715 6,397
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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