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Oasis

507092285Analyzed
3v3 RM · 17d ago on Sep 16, 2026· 44m 14s· 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
🇫🇷 Japanese · France
767
+15
🇨🇱 Tatars · Chile
762
+15
🇫🇷 Burgundians · France
755
+15
🇪🇸 Lithuanians · Spain
788
-16
🇮🇳 Vietnamese · India
728
-15
🇳🇱 Hindustanis · Netherlands
712
-14
Player eAPM Actions Feudal Castle Imperial Opening
28 1,238 12:39 16:09 — ⛏ Fast Castle
26 1,143 13:02 23:40 39:33 ⚔ Archer Rush
23 1,036 10:29 21:36 40:16 ⚔ Scout Rush
18 795 12:53 22:22 38:23 ⚔ Skirmisher Rush
16 694 13:14 23:38 34:47 ⛏ Fast Castle
16 706 11:38 20:05 36:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,125 14,675 7,775 950 35,525 40,058
12,695 11,547 6,085 3,295 33,622 35,536
11,015 14,145 6,475 1,600 33,235 42,836
12,770 11,318 5,525 2,195 31,808 34,280
11,810 9,920 6,395 1,560 29,685 33,290
6,620 6,975 2,980 1,860 18,435 21,496
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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