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Socotra

505431551Analyzed
4v4 RM · 24d ago on Sep 9, 2026· 2m 3s· 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
🇬🇧 Armenians · United Kingdom
1113
+12
🇭🇰 Khmer · Hong Kong SAR China
1100
+13
🇨🇳 Magyars · China
1077
+13
🇭🇰 Bohemians · Hong Kong SAR China
1074
+13
🇹🇼 Vikings · Taiwan
1036
-13
🇹🇼 Gurjaras · Taiwan
1033
-13
🇹🇼 Persians · Taiwan
1021
-13
1000
-38
Player eAPM Actions Feudal Castle Imperial Opening
52 107 — — —
45 92 — — —
44 90 — — —
41 84 — — —
35 73 — — —
35 72 — — —
33 67 — — —
14 29 — — —

Resources

Player Food Wood Gold Stone Spent Collected
300 25 0 0 325 300
250 0 0 0 250 101
200 0 50 0 250 184
150 0 0 0 150 185
150 0 0 0 150 85
100 0 0 0 100 186
0 100 0 0 100 91
0 0 0 0 0 136
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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