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Socotra

504103237Analyzed
2v2 RM · 7h ago on Sep 3, 2026· 35m 45s· 4 players
Game mode
Random Map
Map size
Tiny (2 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
🇦🇷 Malay · Argentina
780
+12
🇦🇷 Bulgarians · Argentina
779
+12
🇮🇳 Japanese · India
697
-12
🇮🇳 Dravidians · India
691
-12
Player eAPM Actions Feudal Castle Imperial Opening
TATALONGO II Bulgarians
30 1,084 11:43 27:50 ⚔ Drush into Towers
jmalberca Malay
25 884 11:16 22:15 33:46 ⚔ Archer Rush
gooner Japanese
21 734 14:13 32:53
OdenKuttan Dravidians
20 715 15:09 26:24 ⚔ Skirms into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
8,165 7,419 2,965 1,045 19,594 19,628
6,940 3,795 1,500 1,400 13,635 15,926
6,800 5,870 725 125 13,520 18,876
4,425 2,730 760 775 8,690 9,216
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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