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Socotra

504063165Analyzed
4v4 RM · 1mo ago on Sep 3, 2026· 42m 17s· 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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1197
+14
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1193
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1136
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🇹🇼 Franks · Taiwan
1198
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🇮🇳 Persians · India
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🇹🇼 Persians · Taiwan
1061
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Player eAPM Actions Feudal Castle Imperial Opening
48 2,011 11:37 36:42 — ⛏ Fast Castle
42 1,762 10:15 — —
38 1,606 9:35 15:38 37:39 ⛏ Fast Castle
34 1,433 26:26 38:26 — ⛏ Fast Castle
29 1,210 10:31 20:42 39:05 ⚔ Scout Rush
28 1,200 9:17 31:20 — ⚔ Scout Rush
26 1,103 — — —
18 749 10:33 — —

Resources

Player Food Wood Gold Stone Spent Collected
11,090 8,771 5,230 875 25,966 34,011
10,925 6,880 2,325 300 20,430 21,403
7,745 4,545 3,255 750 16,295 18,377
6,820 5,200 2,110 1,205 15,335 17,861
6,695 5,376 620 970 13,661 15,648
4,330 4,155 0 200 8,685 10,129
2,200 2,648 0 300 5,148 5,327
1,970 1,264 100 225 3,559 3,943
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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