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Socotra

505324018Analyzed
4v4 RM · 23d ago on Sep 8, 2026· 14m 16s· 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
1391
+15
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1312
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1305
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🇦🇷 Maya · Argentina
1383
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🇧🇷 Romans · Brazil
1378
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🇦🇷 Byzantines · Argentina
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Player eAPM Actions Feudal Castle Imperial Opening
64 913 8:45 — — ⚔ Scout Rush
58 828 8:49 — — ⚔ Scout Rush
54 773 8:54 — — ⚔ Scout Rush
53 763 8:57 — —
51 723 8:52 — — ⚔ Drush
47 665 10:07 — — ⚔ Skirmisher Rush
41 585 9:16 — — ⚔ Archer Rush
32 460 9:48 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,480 2,155 50 0 4,685 4,663
2,385 1,512 100 350 4,347 4,457
2,515 1,745 50 0 4,310 4,590
2,285 1,490 50 0 3,825 4,056
1,975 1,395 185 10 3,565 3,690
1,745 1,520 45 125 3,435 3,531
1,940 1,169 50 0 3,159 3,334
1,850 687 130 0 2,667 2,971
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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