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Socotra

506614927Analyzed
4v4 RM · 19d ago on Sep 14, 2026· 12m 3s· 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
🇺🇸 Romans · United States
1350
+16
🇨🇳 Teutons · China
1349
+16
🇳🇿 Hindustanis · New Zealand
1322
+17
🇦🇺 Ethiopians · Australia
1245
+19
🇮🇳 Persians · India
1350
-17
🇷🇺 Turks · Russia
1340
-17
🇩🇪 Koreans · Germany
1330
-17
🇨🇭 Bulgarians · Switzerland
1326
-17
Player eAPM Actions Feudal Castle Imperial Opening
71 857 9:14 — —
58 703 9:28 — —
57 692 11:03 — —
48 580 10:49 — —
46 558 10:15 — —
43 516 9:57 — —
42 503 11:30 — —
38 453 8:16 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,000 1,338 50 0 3,388 3,427
2,150 1,145 50 0 3,345 3,660
1,940 1,323 50 0 3,313 3,392
1,800 940 0 0 2,740 3,422
1,950 634 50 100 2,734 2,887
2,150 501 50 0 2,701 3,948
1,800 775 50 0 2,625 2,970
1,700 656 50 125 2,531 2,742
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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