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Oasis

510163314Analyzed
3v3 RM · 4d ago on Sep 29, 2026· 35m 14s· 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
🇦🇷 Turks · Argentina
955
+17
🇦🇷 Burgundians · Argentina
940
+18
🇦🇷 Slavs · Argentina
905
+19
🇨🇱 Franks · Chile
1006
-55
🇹🇷 Japanese · Türkiye
993
-18
🇮🇳 Romans · India
944
-17
Player eAPM Actions Feudal Castle Imperial Opening
38 1,325 9:51 22:44 33:27 ⚔ Scout Rush
27 937 11:09 19:57 —
27 938 9:26 22:05 — ⚔ Scout Rush
21 748 17:14 31:33 — ⚔ Scout Rush
14 499 11:08 19:29 —
14 503 11:22 21:19 34:16 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,785 9,420 6,165 950 31,320 34,784
11,595 6,965 2,070 950 21,580 23,639
9,285 6,221 3,335 750 19,591 25,686
10,515 6,401 1,440 825 19,181 25,972
7,870 5,465 2,870 1,500 17,705 19,008
4,710 3,619 1,025 0 9,354 10,435
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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