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Oasis

510154115Analyzed
3v3 RM · 19h ago on Sep 29, 2026· 31m 11s· 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
🇭🇺 Ethiopians · Hungary
1488
+11
🇷🇺 Franks · Russia
1385
+15
🇬🇧 Lithuanians · United Kingdom
1325
+18
🇺🇦 Danes · Ukraine
1380
-15
🇧🇾 Celts · Belarus
1370
-15
🇧🇾 Mongols · Belarus
1364
-14
Player eAPM Actions Feudal Castle Imperial Opening
48 1,487 10:51 22:51 — ⚔ Scout Rush
43 1,339 13:28 23:35 —
38 1,178 11:02 22:32 — ⚔ M@A Rush
34 1,074 8:29 20:48 — ⚔ Scout Rush
33 1,029 11:09 15:17 — ⛏ Fast Castle
23 705 10:43 21:10 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,325 5,900 2,770 200 18,195 18,815
8,245 7,281 1,145 220 16,891 19,586
7,250 6,325 1,565 1,450 16,590 17,148
8,285 4,132 2,275 880 15,572 17,546
7,220 3,746 1,060 765 12,791 14,143
4,350 3,137 390 0 7,877 8,035
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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