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Oasis

508415308Analyzed
2v2 RM · 10d ago on Sep 22, 2026· 56m 27s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇭🇰 Wei · Hong Kong SAR China
831
+14
🇭🇰 Bohemians · Hong Kong SAR China
831
+14
🇦🇿 Khmer · Azerbaijan
799
-14
🇦🇿 Turks · Azerbaijan
792
-14
Player eAPM Actions Feudal Castle Imperial Opening
40 2,248 13:02 23:01 39:21 ⚔ Scout Rush
24 1,328 11:22 22:57 39:02 ⚔ Scout Rush
20 1,139 11:40 25:30 40:13 ⚔ Archer Rush
15 835 11:32 30:06 42:35 ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
25,180 20,618 12,335 2,930 61,063 73,388
21,140 19,188 11,730 4,340 56,398 89,657
16,885 15,560 14,290 2,075 48,810 61,455
18,535 11,911 4,710 1,960 37,116 43,815
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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