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Four Lakes

503774526Analyzed
4v4 RM · 1mo ago on Sep 2, 2026· 6m 41s· 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
🇨🇳 Japanese · China
1292
+14
🇯🇵 Cumans · Japan
1274
+15
🇩🇪 Malay · Germany
1267
+15
🇮🇳 Magyars · India
1261
+16
🇨🇳 Byzantines · China
1344
-19
🇱🇹 Britons · Lithuania
1323
-18
🇨🇳 Franks · China
1182
-12
🇨🇳 Berbers · China
1162
-11
Player eAPM Actions Feudal Castle Imperial Opening
59 392 — — —
34 228 — — —
30 204 — — —
29 195 — — —
12 79 — — —
1 7 — — —
0 3 — — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,350 325 0 0 1,675 1,676
1,200 250 0 0 1,450 1,572
1,250 175 0 0 1,425 1,695
900 250 0 0 1,150 1,309
150 100 0 0 250 325
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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