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Oasis

508292541Analyzed
3v3 RM · 9d ago on Sep 21, 2026· 33m 5s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇫🇷 Goths · France
1528
+10
🇫🇷 Slavs · France
1480
+12
🇫🇷 Malians · France
1305
+19
🇨🇭 Mapuche · Switzerland
1420
-15
🇵🇪 Persians · Peru
1379
-13
🇹🇷 Khmer · Türkiye
1365
-13
Player eAPM Actions Feudal Castle Imperial Opening
54 1,795 9:16 20:59 — ⚔ Archer Rush
52 1,720 9:18 22:17 — ⚔ Archer Rush
50 1,642 10:52 27:21 — ⚔ Skirmisher Rush
48 1,589 9:21 23:40 — ⚔ Scout Rush
37 1,217 11:10 16:07 — ⛏ Fast Castle
31 1,022 10:18 29:21 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,885 9,631 8,085 100 29,701 31,012
11,285 7,054 5,825 200 24,364 24,676
12,800 6,250 3,500 200 22,750 22,830
8,380 8,326 4,715 135 21,556 22,071
6,500 6,528 1,550 275 14,853 15,030
4,275 3,185 640 270 8,370 9,664
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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