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Socotra

505049500Analyzed
2v2 RM · 24d ago on Sep 7, 2026· 50m 41s· 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
🇨🇦 Inca · Canada
964
+14
🇨🇦 Koreans · Canada
914
+16
🇩🇪 Romans · Germany
950
-16
🇩🇪 Mongols · Germany
898
-14
Player eAPM Actions Feudal Castle Imperial Opening
42 2,150 10:37 31:47 49:42
24 1,234 12:35 22:09 47:07 ⚔ Archer Rush
18 892 10:35 26:27 47:27 ⚔ Towers into Skirms
16 818 14:08 28:27 — ⚔ M@A into Towers

Resources

Player Food Wood Gold Stone Spent Collected
15,390 11,100 6,960 2,615 36,065 37,312
10,150 11,341 8,125 850 30,466 37,269
15,035 9,012 3,770 875 28,692 30,694
12,245 8,333 5,515 1,570 27,663 31,470
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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