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Socotra

506519719Analyzed
3v3 RM · 17d ago on Sep 13, 2026· 32m 11s· 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
🇨🇦 Japanese · Canada
1120
+13
🇧🇷 Magyars · Brazil
1107
+13
🇺🇸 Armenians · United States
1046
+16
🇺🇸 Lithuanians · United States
1061
-15
🇹🇷 Maya · Türkiye
1058
-14
🇹🇼 Khmer · Taiwan
1027
-13
Player eAPM Actions Feudal Castle Imperial Opening
47 1,522 9:24 22:46 — ⚔ M@A into Archers
34 1,094 13:51 26:59 — ⚔ M@A into Skirms
33 1,053 11:20 23:29 — ⚔ Scout Rush
28 914 10:29 25:47 — ⚔ Archer Rush
23 751 15:13 26:37 — ⚔ Drush into Scouts
15 482 13:10 16:45 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,135 5,434 1,745 1,300 14,614 15,445
6,495 5,532 1,995 200 14,222 16,410
6,980 4,661 1,690 125 13,456 14,229
6,670 3,995 1,650 750 13,065 15,366
6,045 5,619 540 325 12,529 13,193
4,605 4,656 2,755 130 12,146 14,315
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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