AoeStats
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Four Lakes

503653898Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 43m 17s· 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
🇪🇸 Vikings · Spain
1224
+14
🇨🇭 Wei · Switzerland
1211
+15
🇷🇺 Jurchens · Russia
1199
+15
🇳🇱 Dravidians · Netherlands
1195
+15
🇫🇷 Malay · France
1245
-18
🇨🇳 Byzantines · China
1164
-14
🇩🇪 Celts · Germany
1158
-14
🇺🇸 Japanese · United States
1154
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 2,248 12:30 21:17 34:50 ⚔ Fish Boom into Archers into Fire Galleys
52 2,264 12:17 18:55 35:22 ⛏ Fish Boom FC into Fire Galleys
47 2,052 11:15 17:56 40:18 ⛏ Fish Boom FC
33 1,435 9:43 20:56 35:51 ⛏ Fish Boom into Fire Galleys FC
28 1,194 11:42 40:25 — ◆ Fire Galleys FC
25 1,069 11:46 16:05 42:59 ⛏ Fish Boom FC
22 946 11:08 20:04 38:38 ⚔ Fish Boom into Scouts
21 922 10:59 16:39 36:07 ⚔ Fish Boom FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
29,580 23,614 10,640 3,470 67,304 73,546
24,300 16,658 9,380 4,950 55,288 67,574
16,220 14,731 12,170 1,925 45,046 46,463
15,810 15,994 7,025 3,270 42,099 45,457
16,080 13,494 6,485 1,505 37,564 43,760
14,555 9,350 8,640 2,800 35,345 38,809
9,690 15,423 5,495 1,005 31,613 36,511
4,750 5,571 1,380 270 11,971 12,759
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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