AoeStats
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Oasis

509010749Analyzed
4v4 RM · 8d ago on Sep 25, 2026· 16m 38s· 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
🇺🇸 Varangians · United States
1279
+12
🇺🇸 Danes · United States
1178
+17
🇺🇸 Slavs · United States
1171
+17
🇺🇸 Saxons · United States
1133
+19
🇵🇰 Jurchens · Pakistan
1227
-18
🇵🇰 Ethiopians · Pakistan
1210
-17
🇨🇳 Varangians · China
1171
-15
🇨🇳 Koreans · China
1160
-15
Player eAPM Actions Feudal Castle Imperial Opening
50 834 9:34 — — ⚔ Scout Rush
50 831 10:01 — — ⚔ Archer Rush
45 756 9:03 — — ⚔ Scout Rush
39 641 9:59 14:42 — ⛏ Fast Castle
33 552 9:34 — — ⚔ Archer Rush
27 455 11:17 15:53 — ⛏ Fast Castle
20 330 9:54 — — ⚔ Archer Rush
9 146 11:23 16:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
3,895 2,070 50 0 6,015 6,480
2,775 2,052 820 0 5,647 5,550
3,450 2,059 50 0 5,559 6,157
2,850 1,500 200 210 4,760 5,284
2,410 1,622 460 0 4,492 5,576
2,600 1,410 250 185 4,445 5,442
2,285 1,563 505 0 4,353 5,301
2,525 1,530 200 0 4,255 4,562
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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