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Oasis

509596506Analyzed
3v3 RM · 5d ago on Sep 27, 2026· 48m 5s· 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
🇦🇺 Magyars · Australia
1070
+13
🇦🇺 Danes · Australia
1042
+14
🇦🇺 Ethiopians · Australia
1027
+14
🇨🇴 Khmer · Colombia
1085
-17
🇨🇴 Romans · Colombia
1079
-16
🇪🇸 Japanese · Spain
825
-8
Player eAPM Actions Feudal Castle Imperial Opening
39 1,860 11:33 17:21 38:18 ⛏ Fast Castle
36 1,725 10:04 19:50 33:31 ⚔ Scout Rush
30 1,446 11:40 16:35 32:26 ⛏ Fast Castle
23 1,110 13:00 18:57 31:05 ⛏ Fast Castle
16 750 11:29 20:36 37:17 ⛏ Fast Castle
11 547 12:04 18:08 36:20 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,730 14,902 19,150 3,550 59,332 69,724
22,895 17,225 15,675 2,750 58,545 63,947
20,925 16,999 12,260 2,405 52,589 59,465
16,970 21,560 11,170 1,600 51,300 70,990
15,435 12,616 5,895 1,055 35,001 43,987
13,860 11,320 4,875 2,150 32,205 45,774
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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