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Oasis

509167029Analyzed
3v3 RM · 6d ago on Sep 25, 2026· 44m 53s· 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
🇵🇪 Danes · Peru
743
+14
🇵🇪 Chinese · Peru
737
+14
🇨🇱 Bulgarians · Chile
697
+16
🇬🇧 Varangians · United Kingdom
718
-16
🇰🇿 Tatars · Kazakhstan
691
-14
🇷🇸 Byzantines · Serbia
676
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 2,168 13:28 24:23 37:37 ⛏ Fast Castle
42 1,867 11:24 27:20 — ⚔ Archer Rush
22 1,009 12:10 30:40 — ⚔ Drush into Scouts
17 782 15:24 21:39 34:09 ⛏ Fast Castle
17 755 14:03 25:55 31:42 ◆ FC into Fast Imp
2 90 — — —

Resources

Player Food Wood Gold Stone Spent Collected
16,415 39,575 5,720 1,700 63,410 67,984
14,230 11,245 5,215 2,150 32,840 40,019
11,395 9,219 6,380 3,350 30,344 34,971
11,365 7,510 3,130 1,205 23,210 28,053
10,510 6,273 3,755 830 21,368 27,160
0 0 0 0 0 0
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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