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Oasis

507044848Analyzed
4v4 RM · 16d ago on Sep 16, 2026· 33m 20s· 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
🇨🇳 Khmer · China
1152
+14
🇨🇳 Mongols · China
1144
+15
🇻🇳 Magyars · Vietnam
1103
+16
🇹🇼 Burmese · Taiwan
1069
+19
🇬🇧 Bengalis · United Kingdom
1139
-17
🇰🇿 Cumans · Kazakhstan
1116
-16
1113
-16
🇵🇱 Bulgarians · Poland
1094
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 1,718 9:16 27:34 — ⚔ Scout Rush
42 1,404 9:12 23:35 — ⚔ Scout Rush
35 1,170 9:43 19:45 — ⚔ Scout Rush
31 1,043 11:31 15:48 — ⛏ Fast Castle
29 982 12:38 27:08 —
28 947 10:50 — — ⚔ Drush
25 824 10:58 20:01 —
20 658 22:34 32:58 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,260 6,445 5,825 200 22,730 24,293
12,120 6,070 2,320 875 21,385 23,851
12,425 5,200 3,065 300 20,990 23,284
9,125 6,262 1,515 935 17,837 18,719
6,850 5,265 1,460 2,280 15,855 17,112
5,655 3,855 915 200 10,625 12,461
4,175 2,365 250 100 6,890 8,535
2,435 1,853 190 620 5,098 5,157
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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