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Oasis

507866385Analyzed
3v3 RM · 14d ago on Sep 20, 2026· 26m 6s· 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
🇦🇷 Japanese · Argentina
1151
+12
🇺🇸 Bohemians · United States
1082
+14
🇪🇨 Magyars · Ecuador
1058
+15
🇨🇱 Mapuche · Chile
1127
-17
🇨🇱 Hindustanis · Chile
1013
-12
🇨🇱 Persians · Chile
1012
-12
Player eAPM Actions Feudal Castle Imperial Opening
64 1,682 10:57 — — ⚔ M@A into Skirms
54 1,422 10:10 22:53 — ⚔ M@A into Archers
54 1,420 11:01 — — ⚔ Scout Rush
49 1,276 11:20 — — ⚔ Scout Rush
36 941 10:56 — — ⚔ Skirms into Archers
30 794 12:01 18:03 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,595 4,315 1,640 200 11,750 12,582
6,650 3,425 400 200 10,675 11,257
5,900 3,216 1,125 0 10,241 11,044
5,530 3,660 150 250 9,590 9,672
5,570 3,362 150 30 9,112 9,845
2,780 3,416 770 250 7,216 8,168
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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