AoeStats
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Oasis

509434207Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 58m 7s· 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
🇺🇸 Poles · United States
1401
+12
🇫🇷 Spanish · France
1312
+16
🇬🇧 Britons · United Kingdom
1267
+18
🇵🇹 Hindustanis · Portugal
1233
+19
🇺🇸 Bohemians · United States
1392
-20
🇨🇭 Vikings · Switzerland
1315
-17
🇨🇭 Persians · Switzerland
1281
-15
🇨🇴 Varangians · Colombia
1231
-13
Player eAPM Actions Feudal Castle Imperial Opening
60 3,504 10:54 15:25 32:59 ⛏ Fast Castle
57 3,307 9:35 19:56 37:11 ⚔ Archer Rush
46 2,690 9:15 20:07 31:55 ⚔ M@A FC into Archers
39 2,293 10:36 20:08 37:44 ⚔ Scout Rush
36 2,081 10:13 13:40 32:56 ⛏ Fast Castle
35 2,013 9:42 20:30 37:21 ⚔ Skirmisher Rush
22 1,291 10:51 15:09 29:57 ⛏ Fast Castle
20 1,165 11:06 15:15 32:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
50,320 20,765 29,740 2,900 103,725 116,041
42,500 30,780 23,550 3,110 99,940 113,420
40,175 13,390 27,420 4,950 85,935 92,741
35,500 38,119 6,260 2,450 82,329 96,307
24,130 30,566 15,615 4,235 74,546 90,520
23,375 30,684 11,525 3,810 69,394 70,865
31,165 17,465 15,210 2,050 65,890 71,250
16,740 14,196 12,420 750 44,106 61,152
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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