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Socotra

504529051Analyzed
4v4 RM · 28d ago on Sep 5, 2026· 30m 40s· 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
58 1,778 9:37 21:38 — ⚔ Archer Rush
52 1,605 8:37 24:29 — ⚔ Scout Rush
51 1,578 9:12 21:33 — ⚔ Scout Rush
44 1,337 10:52 29:41 — ⚔ Tower Rush
42 1,296 10:12 14:24 — ⛏ Fast Castle
41 1,244 8:48 21:24 — ⛏ Fast Castle
29 882 11:24 21:37 —
29 889 9:57 27:58 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,215 6,355 3,060 100 23,730 26,007
8,450 7,527 7,125 110 23,212 23,246
6,600 7,457 3,945 200 18,202 18,800
9,810 4,603 2,725 200 17,338 18,247
7,730 4,928 1,225 1,260 15,143 15,846
8,320 4,329 1,740 125 14,514 15,252
5,410 4,922 1,765 905 13,002 13,537
5,910 5,360 1,420 130 12,820 13,846
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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