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Oasis

507165915Analyzed
4v4 RM · 15d ago on Sep 16, 2026· 17m 47s· 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
🇨🇱 Armenians · Chile
1605
+11
🇨🇱 Khitans · Chile
1585
+11
🇦🇷 Ethiopians · Argentina
1580
+12
1329
+21
🇺🇸 Koreans · United States
1508
-15
🇺🇸 Lithuanians · United States
1481
-14
🇺🇸 Italians · United States
1467
-13
🇺🇸 Persians · United States
1458
-13
Player eAPM Actions Feudal Castle Imperial Opening
111 1,967 9:13 — — ⚔ M@A into Archers
67 1,185 8:58 — — ⚔ M@A into Archers
49 873 8:45 — — ⚔ Scout Rush
46 815 9:16 — —
43 764 9:20 — — ⚔ Skirmisher Rush
42 749 10:08 14:08 — ⛏ Fast Castle
41 737 9:51 13:57 — ⛏ Fast Castle
41 725 8:58 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,425 2,881 450 100 6,856 6,622
3,385 2,308 750 0 6,443 6,326
3,750 2,235 250 0 6,235 6,362
2,925 2,245 845 170 6,185 7,076
3,210 2,432 425 105 6,172 6,789
3,270 2,385 50 0 5,705 6,554
2,375 2,210 95 180 4,860 5,633
2,100 1,750 140 210 4,200 4,170
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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