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Socotra

505139107Analyzed
3v3 RM · 24d ago on Sep 8, 2026· 64m 20s· 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
🇨🇷 Sicilians · Costa Rica
1236
+13
🇨🇷 Persians · Costa Rica
1176
+15
🇨🇷 Cumans · Costa Rica
996
+23
🇨🇱 Mongols · Chile
1275
-22
🇨🇱 Vietnamese · Chile
1177
-18
🇨🇱 Vikings · Chile
1014
-11
Player eAPM Actions Feudal Castle Imperial Opening
59 3,796 8:55 20:46 36:56 ⚔ Archer Rush
42 2,702 9:16 21:53 — ⚔ Scout Rush
37 2,393 11:01 16:35 37:18 ⛏ Fast Castle
22 1,423 11:01 33:08 —
13 859 9:32 24:32 — ⚔ Towers FC
13 841 12:21 30:55 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
35,345 15,463 23,260 2,350 76,418 80,409
7,575 13,289 10,255 2,980 34,099 37,549
10,850 10,374 3,765 1,085 26,074 25,744
12,010 7,200 4,535 200 23,945 27,660
12,315 7,665 3,265 475 23,720 28,445
5,035 4,128 825 1,600 11,588 11,335
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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