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Oasis

508074704Analyzed
4v4 RM · 13d ago on Sep 20, 2026· 7m 23s· 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 · Canada
1970
+6
🇨🇦 Vietnamese · Canada
1886
+8
🇺🇸 Romans · United States
1844
+9
🇺🇸 Berbers · United States
1703
+14
🇮🇹 Maya · Italy
1747
-11
🇮🇹 Burmese · Italy
1683
-9
🇮🇹 Sicilians · Italy
1678
-9
🇮🇹 Cumans · Italy
1659
-8
Player eAPM Actions Feudal Castle Imperial Opening
61 449 — — —
59 438 — — —
52 382 — — —
52 382 — — —
38 282 — — —
35 262 — — —
23 167 — — —
16 121 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,600 250 50 0 1,900 1,823
1,800 28 50 0 1,878 1,848
1,120 255 0 0 1,375 1,759
1,050 275 0 0 1,325 1,828
650 250 0 0 900 1,022
350 100 0 0 450 285
400 3 0 0 403 505
200 100 0 0 300 953
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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