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Oasis

509059828Analyzed
4v4 RM · 6d ago on Sep 25, 2026· 5m 45s· 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
🇨🇳 Mongols · China
1404
+11
🇨🇳 Cumans · China
1281
+16
1219
+19
🇨🇳 Spanish · China
1123
+22
🇨🇳 Britons · China
1430
-23
🇺🇸 Danes · United States
1311
-18
🇨🇳 Varangians · China
1222
-15
🇨🇳 Portuguese · China
1155
-12
Player eAPM Actions Feudal Castle Imperial Opening
60 345 — — —
58 332 — — —
53 307 — — —
52 300 — — —
49 283 — — —
43 245 — — —
37 212 — — —
35 203 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,200 250 0 0 1,450 1,454
1,100 225 0 0 1,325 1,370
850 250 0 0 1,100 1,167
950 150 0 0 1,100 1,280
800 225 0 0 1,025 1,177
800 225 0 0 1,025 1,155
650 250 0 0 900 1,025
700 150 0 0 850 1,011
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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