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Socotra

504649803Analyzed
4v4 RM · 28d ago on Sep 6, 2026· 32m 39s· 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
49 1,586 13:30 — — ⚔ Towers FC
44 1,445 14:03 21:44 — ⛏ Fast Castle
37 1,224 10:59 22:11 — ⚔ Scout Rush
31 1,010 11:44 — —
26 859 25:29 — — ⚔ Tower Rush
20 665 12:40 — — ⚔ Archer Rush
19 622 12:53 17:35 — ⛏ Fast Castle
17 564 11:11 24:39 —

Resources

Player Food Wood Gold Stone Spent Collected
10,190 6,403 4,360 325 21,278 23,506
8,505 5,885 1,490 100 15,980 19,539
6,385 5,265 2,135 200 13,985 15,845
4,830 5,060 3,135 395 13,420 14,545
5,100 4,873 1,180 100 11,253 12,892
5,765 3,095 1,010 500 10,370 12,244
2,650 1,395 0 450 4,495 4,735
1,650 1,790 50 745 4,235 4,111
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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