AoeStats
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Oasis

509956638Analyzed
3v3 RM · 2d ago on Sep 28, 2026· 26m 42s· 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 · Italy
1415
+14
🇮🇹 Berbers · Italy
1378
+15
🇮🇹 Gurjaras · Italy
1367
+16
🇮🇳 Celts · India
1374
-15
🇨🇴 Turks · Colombia
1363
-15
🇲🇽 Poles · Mexico
1362
-15
Player eAPM Actions Feudal Castle Imperial Opening
70 1,880 9:15 — — ⚔ Scout Rush
62 1,665 8:45 23:28 — ⚔ Archer Rush
42 1,131 9:58 24:34 — ⚔ Scout Rush
42 1,127 9:47 21:37 — ⚔ Scouts into Skirms
30 810 8:50 20:08 — ⚔ Scout Rush
27 732 9:31 23:08 — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
5,100 5,374 2,930 0 13,404 13,639
6,650 3,932 2,510 125 13,217 13,552
5,395 4,030 485 250 10,160 11,869
6,145 3,231 350 0 9,726 11,251
5,840 3,181 535 5 9,561 10,481
4,015 2,683 935 0 7,633 9,357
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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