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Socotra

504056259Analyzed
2v2 RM · 29d ago on Sep 3, 2026· 50m 27s· 4 players
Game mode
Random Map
Map size
Tiny (2 player)
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
🇵🇪 Mongols · Peru
1471
+7
🇦🇷 Cumans · Argentina
1103
+21
🇩🇪 Bulgarians · Germany
1244
-14
🇩🇪 Maya · Germany
1244
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 2,617 8:40 23:21 43:49 ⚔ Archers into Skirms
51 2,580 8:49 22:22 42:59 ⚔ Archer Rush
48 2,438 9:14 23:14 42:18 ⚔ Drush into Skirms
29 1,473 9:40 26:01 38:33 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,550 16,070 10,530 950 42,100 43,924
20,365 7,855 11,725 750 40,695 43,253
16,345 10,875 9,375 1,105 37,700 39,126
9,975 11,255 7,660 955 29,845 31,870
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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