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Four Lakes

503122487Analyzed
3v3 RM · 2mo ago on Aug 30, 2026· 59m 10s· 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
🇦🇺 Vietnamese · Australia
827
+12
🇦🇺 Huns · Australia
812
+13
🇦🇺 Japanese · Australia
734
+16
vs
🇫🇷 Malians · France
768
-25
🇨🇳 Shu · China
737
-14
🇨🇳 Chinese · China
722
-22
Player eAPM Actions Feudal Castle Imperial Opening
24 1,423 10:42 21:32 36:19 ⛏ Fish Boom FC
21 1,230 12:55 31:07 — ⚔ Archers into Skirms
21 1,214 11:25 38:46 46:38 ⚔ Archers into Skirms into Fish Boom
15 886 8:55 23:40 38:53 ⛏ Fish Boom
9 558 15:56 27:33 36:15 ⛏ Fish Boom FC
9 522 11:33 24:14 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,050 21,291 8,525 850 53,716 58,068
15,480 21,944 12,020 3,350 52,794 70,532
13,570 17,095 9,230 2,535 42,430 45,520
19,340 12,753 8,320 1,655 42,068 67,570
14,355 7,200 5,005 2,180 28,740 37,803
6,465 7,295 1,470 1,700 16,930 20,885
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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