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Oasis

509565833Analyzed
2v2 RM · 6d ago on Sep 27, 2026· 61m 39s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇮🇳 Saxons · India
1299
+17
🇦🇺 Persians · Australia
1222
+20
1348
-19
🇺🇸 Mongols · United States
1298
-18
Player eAPM Actions Feudal Castle Imperial Opening
47 2,917 8:47 22:58 42:15 ⚔ Archer Rush
45 2,773 9:08 19:29 36:04 ⚔ Scout Rush
33 2,019 9:45 22:19 47:05 ⚔ M@A into Scouts
29 1,766 11:39 20:48 37:27 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,220 25,230 24,110 1,855 84,415 103,193
32,675 30,312 15,175 4,950 83,112 85,583
24,170 26,617 16,230 3,985 71,002 88,996
19,585 14,972 11,155 1,530 47,242 52,435
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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