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Socotra

504614412Analyzed
2v2 RM · 28d ago on Sep 6, 2026· 89m 16s· 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
🇫🇷 Byzantines · France
592
+17
🇦🇷 Portuguese · Argentina
588
+17
🇫🇷 Georgians · France
630
-18
🇨🇳 Chinese · China
583
-16
Player eAPM Actions Feudal Castle Imperial Opening
25 2,264 9:43 20:24 37:14 ⚔ Skirmisher Rush
22 1,936 12:47 23:47 35:14 ⚔ Skirmisher Rush
18 1,632 14:43 33:51 41:35 ⚔ M@A Rush
16 1,426 13:10 28:13 47:34 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
32,940 27,936 18,835 2,035 81,746 93,136
24,530 23,225 21,875 6,280 75,910 104,569
23,560 21,393 18,305 2,305 65,563 69,133
24,425 18,455 7,575 1,995 52,450 62,128
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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