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Oasis

507747291Analyzed
3v3 RM · 12d ago on Sep 19, 2026· 49m 26s· 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
🇨🇳 Spanish · China
761
+14
🇨🇳 Celts · China
751
+14
🇨🇳 Burmese · China
623
+19
🇹🇷 Hindustanis · Türkiye
865
-21
🇹🇷 Britons · Türkiye
630
-28
🇹🇷 Huns · Türkiye
627
-28
Player eAPM Actions Feudal Castle Imperial Opening
27 1,314 12:00 21:15 31:56 ⛏ Fast Castle
24 1,200 10:32 16:55 29:50 ⛏ Fast Castle
20 983 18:39 27:48 38:06 ⛏ Fast Castle
16 785 9:23 27:00 — ⚔ Archer Rush
15 739 10:01 19:53 — ⛏ Fast Castle
4 179 12:54 27:27 —

Resources

Player Food Wood Gold Stone Spent Collected
24,185 20,595 11,985 3,260 60,025 70,368
14,980 11,240 9,765 1,085 37,070 42,865
7,150 10,880 7,750 650 26,430 33,565
12,765 7,113 4,120 850 24,848 30,478
9,105 9,190 2,620 1,050 21,965 33,708
4,705 2,470 765 125 8,065 15,649
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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