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Oasis

508084993Analyzed
2v2 RM · 10d ago on Sep 20, 2026· 75m 46s· 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
🇫🇷 Japanese · France
665
+12
🇫🇷 Khmer · France
651
+14
🇺🇸 Vietnamese · United States
588
-13
🇺🇸 Franks · United States
583
-13
Player eAPM Actions Feudal Castle Imperial Opening
26 1,935 11:19 22:47 38:26 ⛏ Fast Castle
23 1,731 12:15 15:39 38:27 ⛏ Fast Castle
20 1,500 10:59 26:03 42:26
10 721 12:55 25:26 47:02 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
49,220 39,362 28,710 4,565 121,857 144,870
35,670 24,785 21,145 4,035 85,635 105,675
24,580 19,981 14,190 5,400 64,151 102,755
15,185 27,881 18,380 1,695 63,141 67,830
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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