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Socotra

504476247Analyzed
4v4 RM · 25d ago on Sep 5, 2026· 32m 46s· 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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1180
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Player eAPM Actions Feudal Castle Imperial Opening
55 1,791 10:18 27:16 — ⚔ Archer Rush
47 1,542 11:44 32:06 — ⛏ Fast Castle
40 1,300 9:45 14:27 — ⛏ Fast Castle
33 1,084 9:00 21:20 — ⚔ Scouts FC
32 1,065 8:28 25:19 — ⚔ Archer Rush
29 953 11:21 22:52 — ⚔ Scout Rush
27 899 15:26 25:23 — ⚔ Archer Rush
24 773 16:05 26:33 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,710 4,575 6,150 130 23,565 26,611
10,165 7,500 3,230 1,500 22,395 23,446
8,660 3,894 2,330 785 15,669 15,893
7,350 5,476 1,475 305 14,606 16,363
6,595 6,107 940 100 13,742 15,963
5,965 4,252 3,415 0 13,632 15,817
5,560 3,540 945 475 10,520 11,643
3,870 3,798 1,615 250 9,533 10,391
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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