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Socotra

505381179Analyzed
3v3 RM · 23d ago on Sep 9, 2026· 27m 38s· 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
🇨🇱 Khmer · Chile
1374
+12
1341
+13
🇨🇱 Turks · Chile
1251
+17
🇺🇸 Celts · United States
1300
-15
🇺🇸 Chinese · United States
1288
-14
🇺🇸 Spanish · United States
1250
-13
Player eAPM Actions Feudal Castle Imperial Opening
59 1,627 9:50 23:20 — ⚔ Archer Rush
50 1,373 10:40 24:23 — ⚔ Scout Rush
43 1,192 10:24 26:15 — ⚔ Archers into Skirms
42 1,157 12:50 27:02 — ⚔ Drush into Archers
40 1,108 9:01 21:44 — ⚔ Scout Rush
24 653 12:40 20:11 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
5,120 5,289 3,300 0 13,709 14,055
7,750 3,842 1,550 100 13,242 13,900
4,850 5,926 1,945 250 12,971 15,197
5,335 4,285 745 55 10,420 11,245
4,555 4,257 1,385 95 10,292 11,237
5,305 3,546 1,050 110 10,011 10,285
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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