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Socotra

506018187Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 30m 43s· 8 players
Game mode
Random Map
Map size
148×148
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
🇵🇪 Sicilians · Peru
1722
+12
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1671
+14
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1670
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🇨🇳 Vietnamese · China
1637
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🇭🇰 Malay · Hong Kong SAR China
1631
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🇹🇼 Ethiopians · Taiwan
1601
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🇹🇼 Japanese · Taiwan
1593
-14
Player eAPM Actions Feudal Castle Imperial Opening
75 2,295 20:44 — —
67 2,065 9:59 — — ⚔ Scout Rush
59 1,819 9:31 27:33 — ⚔ Archer Rush
50 1,539 9:44 22:31 — ⚔ Archer Rush
48 1,461 8:26 22:40 — ⚔ Scout Rush
40 1,237 9:30 22:30 — ⚔ Archer Rush
38 1,182 13:23 17:53 — ⛏ Fast Castle
31 949 10:01 — —

Resources

Player Food Wood Gold Stone Spent Collected
9,045 4,329 2,420 190 15,984 16,954
10,780 3,800 150 0 14,730 14,936
6,475 5,528 1,270 975 14,248 15,126
5,260 5,787 2,810 100 13,957 14,679
5,350 5,021 3,155 0 13,526 13,920
4,005 4,328 1,625 0 9,958 10,643
3,825 2,818 50 585 7,278 7,720
2,135 646 50 0 2,831 2,864
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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