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Socotra

506689774Analyzed
3v3 RM · 17d ago on Sep 14, 2026· 51m 44s· 6 players
Game mode
Random Map
Map size
128×128
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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Player eAPM Actions Feudal Castle Imperial Opening
171 8,836 9:58 23:55 49:19 ⚔ M@A Rush
74 3,816 10:14 19:10 — ⛏ Fast Castle
61 3,147 13:07 26:01 44:46 ⚔ M@A into Skirms
59 3,070 10:19 26:07 40:03 ⚔ Archers into Skirms
52 2,668 10:15 21:32 — ⚔ Scout Rush
41 2,113 10:59 17:13 40:33 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,975 21,176 8,900 1,075 64,126 67,773
19,370 19,004 6,850 975 46,199 52,528
16,180 11,702 12,965 1,725 42,572 44,950
10,645 13,118 11,215 2,195 37,173 40,836
13,295 11,496 3,225 980 28,996 30,076
7,550 11,092 5,215 375 24,232 31,625
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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