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Oasis

507390252Analyzed
4v4 RM · 14d ago on Sep 18, 2026· 47m 39s· 8 players
Game mode
Random Map
Map size
Large (8 player)
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
53 2,513 11:14 15:14 41:16 ⚔ FC into Archers
33 1,559 10:14 20:38 40:53 ⚔ Archer Rush
32 1,535 10:01 22:38 37:23 ⚔ Scout Rush
32 1,505 11:46 15:55 44:54 ⛏ Fast Castle
28 1,312 10:59 14:07 30:48 ⛏ Fast Castle
24 1,125 10:28 15:43 — ⛏ Fast Castle
18 836 10:10 27:32 — ⚔ Scout Rush
16 769 11:17 15:45 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,885 24,835 13,125 950 53,795 70,271
20,155 14,242 10,930 2,150 47,477 51,327
16,885 16,844 5,695 1,775 41,199 44,879
18,915 8,338 11,645 200 39,098 42,031
18,885 11,916 5,680 2,145 38,626 46,732
10,925 10,895 9,665 1,530 33,015 38,646
8,545 6,940 1,590 1,160 18,235 19,775
5,060 4,520 745 225 10,550 11,175
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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