AoeStats
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Four Lakes

503324602Analyzed
4v4 RM · 1mo ago on Aug 31, 2026· 1m 28s· 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 · Taiwan
1334
+12
🇨🇷 Japanese · Costa Rica
1315
+13
🇮🇩 Poles · Indonesia
1290
+14
🇦🇷 Saracens · Argentina
1178
+19
🇨🇦 Persians · Canada
1267
-15
🇲🇽 Mongols · Mexico
1261
-15
🇦🇷 Maya · Argentina
1237
-14
🇺🇸 Vikings · United States
1213
-13
Player eAPM Actions Feudal Castle Imperial Opening
60 89 — — —
60 88 — — —
52 77 — — —
52 77 — — —
44 65 — — —
29 43 — — —
25 37 — — —
24 35 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 0 0 0 250 186
100 0 0 0 100 140
100 0 0 0 100 106
50 0 0 0 50 66
0 0 0 0 0 40
0 0 0 0 0 40
0 0 0 0 0 100
0 0 0 0 0 40
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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