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Oasis

508604401Analyzed
4v4 RM · 9d ago on Sep 23, 2026· 5m 37s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇲🇽 Shu · Mexico
1826
+9
🇲🇽 Bengalis · Mexico
1705
+14
🇨🇷 Jurchens · Costa Rica
1564
+20
🇲🇽 Chinese · Mexico
1541
+21
🇹🇷 Vietnamese · Türkiye
1981
-28
🇺🇸 Franks · United States
1702
-18
🇹🇼 Georgians · Taiwan
1518
-10
🇱🇻 Inca · Latvia
1432
-8
Player eAPM Actions Feudal Castle Imperial Opening
72 406 — — —
65 364 — — —
50 284 — — —
49 277 — — —
31 174 — — —
4 21 — — —
2 10 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,100 200 50 0 1,350 1,249
950 297 50 0 1,297 1,177
1,000 250 0 0 1,250 1,312
700 125 0 0 825 918
600 175 0 0 775 882
200 50 0 0 250 50
200 50 0 0 250 495
0 0 0 0 0 0
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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