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Socotra

504442012Analyzed
2v2 RM · 27d ago on Sep 5, 2026· 39m 17s· 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
🇨🇳 Goths · China
1268
+16
🇫🇷 Koreans · France
1175
+21
🇯🇵 Shu · Japan
1287
-19
🇯🇵 Magyars · Japan
1260
-18
Player eAPM Actions Feudal Castle Imperial Opening
71 2,788 10:05 22:23 — ⚔ Archer Rush
64 2,516 9:01 23:22 — ⚔ Scout Rush
45 1,764 14:52 24:18 — ⚔ Scout Rush
30 1,194 9:09 22:51 39:03 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,775 10,663 1,200 205 31,843 35,560
11,550 11,480 7,610 485 31,125 35,433
13,295 6,240 5,000 355 24,890 26,181
8,030 9,951 5,135 1,000 24,116 27,164
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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