AoeStats
← TKG 2.0

Socotra

506232431Analyzed
4v4 RM · 20d ago on Sep 12, 2026· 53m 51s· 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
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Player eAPM Actions Feudal Castle Imperial Opening
38 2,063 12:07 20:27 42:12 ⛏ Fast Castle
35 1,884 10:45 26:27 44:49 ⚔ Archers into Skirms
34 1,841 13:15 17:37 34:50 ⛏ Fast Castle
32 1,701 9:15 24:26 45:34 ⚔ Archer Rush
26 1,378 12:36 29:26 43:39 ⚔ Skirmisher Rush
21 1,107 12:26 26:45 43:19 ⛏ Fast Castle
17 916 10:03 31:16 — ⚔ Skirmisher Rush
16 839 17:35 30:16 46:44 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,840 12,176 16,970 1,125 53,111 67,318
17,270 11,217 7,090 1,400 36,977 42,646
15,910 9,755 3,630 750 30,045 33,998
10,495 10,890 7,090 1,000 29,475 37,784
12,905 9,760 4,395 850 27,910 33,415
7,510 8,813 5,895 1,580 23,798 29,216
9,590 6,630 4,420 880 21,520 26,641
9,290 6,760 3,455 350 19,855 21,348
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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