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Oasis

509495925Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 17m 35s· 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
🇲🇽 Mongols · Mexico
1186
+16
🇺🇸 Vikings · United States
1176
+16
🇺🇸 Hindustanis · United States
1161
+17
🇺🇸 Inca · United States
1150
+17
🇧🇷 Celts · Brazil
1203
-17
🇸🇪 Khmer · Sweden
1199
-17
🇨🇱 Spanish · Chile
1179
-16
🇦🇷 Saracens · Argentina
1158
-16
Player eAPM Actions Feudal Castle Imperial Opening
47 831 9:17 — — ⚔ Scout Rush
47 828 13:11 17:13 — ⛏ Fast Castle
29 513 12:49 — — ⛏ Fast Castle
28 485 10:51 — — ⚔ Archer Rush
23 397 10:09 — — ⚔ Archer Rush
22 384 12:14 — —
20 360 11:54 16:13 — ⛏ Fast Castle
16 274 10:39 — — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,825 2,817 910 0 6,552 7,161
3,705 2,425 50 0 6,180 7,591
3,750 1,649 390 200 5,989 6,381
3,225 2,340 200 90 5,855 6,612
3,165 2,095 250 0 5,510 6,315
2,550 2,298 415 0 5,263 6,145
2,600 2,264 50 295 5,209 6,059
3,450 1,396 250 0 5,096 6,535
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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