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Socotra

504820618Analyzed
3v3 RM · 24d ago on Sep 6, 2026· 42m 58s· 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
🇺🇸 Turks · United States
1032
+13
🇨🇱 Byzantines · Chile
1023
+14
🇵🇱 Mongols · Poland
905
+19
🇩🇪 Armenians · Germany
986
-16
🇩🇪 Vietnamese · Germany
983
-16
🇩🇪 Romans · Germany
940
-14
Player eAPM Actions Feudal Castle Imperial Opening
27 1,168 10:56 23:27 37:30 ⚔ M@A Rush
24 1,041 11:19 24:43 — ⚔ Archer Rush
21 893 13:16 19:03 39:43 ⚔ FC into Scouts
19 802 12:14 25:42 38:54
19 834 13:34 18:45 40:28 ⛏ Fast Castle
18 765 12:09 24:20 39:56 ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
14,815 7,340 6,050 1,575 29,780 31,331
11,025 13,870 3,175 730 28,800 38,749
10,780 7,785 6,265 1,440 26,270 28,223
12,455 7,455 3,250 130 23,290 29,690
8,070 7,855 5,580 750 22,255 26,159
5,710 7,125 4,290 650 17,775 19,682
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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