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Oasis

509074260Analyzed
4v4 RM · 7d ago on Sep 25, 2026· 107m 38s· 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
🇦🇺 Maya · Australia
1551
+14
🇦🇺 Saracens · Australia
1532
+15
🇦🇺 Goths · Australia
1459
+18
🇦🇺 Romans · Australia
1427
+20
🇹🇼 Byzantines · Taiwan
1542
-18
🇰🇷 Chinese · South Korea
1531
-18
🇦🇺 Britons · Australia
1484
-16
🇨🇳 Georgians · China
1460
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 6,224 10:38 22:19 33:52 ⚔ Archer Rush
53 5,705 10:13 21:44 34:54 ⚔ Scout Rush
51 5,541 12:06 16:28 33:11 ⛏ Fast Castle
51 5,500 9:04 22:04 38:11 ⚔ Skirmisher Rush
49 5,290 11:05 14:59 29:36 ⛏ Fast Castle
48 5,217 9:05 25:37 36:27 ⚔ Archers into Skirms
42 4,490 12:13 23:47 35:59 ⚔ Drush into Archers
29 3,144 10:23 15:32 29:41 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
119,710 97,468 30,790 4,800 252,768 327,105
75,205 58,340 90,955 6,150 230,650 249,324
86,835 53,845 58,525 7,025 206,230 219,177
64,245 62,638 71,315 7,505 205,703 219,850
78,510 69,015 39,025 12,155 198,705 201,661
53,220 71,548 51,760 5,280 181,808 189,724
69,940 40,625 41,510 2,345 154,420 160,956
39,255 62,757 39,615 4,420 146,047 150,907
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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