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Socotra

506829623Analyzed
4v4 RM · 18d ago on Sep 15, 2026· 14m 13s· 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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🇳🇱 Magyars · Netherlands
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Player eAPM Actions Feudal Castle Imperial Opening
76 1,088 10:12 — —
67 952 11:32 — — ⚔ Drush
58 829 — — — ⚔ Drush
45 637 9:42 — —
38 542 9:47 — —
32 456 10:19 — — ⚔ Scout Rush
31 435 12:12 — — ⚔ Scout Rush
20 289 9:50 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,075 1,515 50 0 4,640 5,305
2,800 1,321 200 0 4,321 4,484
2,265 1,717 50 0 4,032 4,428
2,190 1,619 110 0 3,919 4,744
2,850 728 230 0 3,808 4,289
2,700 619 260 125 3,704 3,950
2,390 1,195 50 0 3,635 3,788
2,150 845 0 250 3,245 3,432
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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