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Oasis

508201334Analyzed
3v3 RM · 12d ago on Sep 21, 2026· 16m 4s· 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
🇩🇪 Magyars · Germany
1198
+19
🇯🇴 Malians · Jordan
1188
+20
🇩🇪 Vietnamese · Germany
1101
+23
🇨🇴 Britons · Colombia
1383
-26
🇨🇳 Wu · China
1332
-23
🇪🇸 Burmese · Spain
1085
-13
Player eAPM Actions Feudal Castle Imperial Opening
53 846 10:35 — —
48 766 10:51 — — ⚔ Archers into Skirms
44 706 11:19 — — ⚔ Scout Rush
42 670 10:20 — — ⚔ Archer Rush
33 538 12:04 — — ⛏ Fast Castle
31 493 10:10 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,915 1,830 50 0 4,795 5,307
2,875 1,285 250 0 4,410 5,204
1,800 1,605 505 0 3,910 4,345
2,200 1,262 185 145 3,792 4,761
1,960 1,538 50 0 3,548 4,466
1,895 1,440 50 105 3,490 5,139
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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