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Pilgrims

507450893Analyzed
4v4 RM · 14d ago on Sep 18, 2026· 22m 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
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Player eAPM Actions Feudal Castle Imperial Opening
45 992 11:51 15:54 — ⛏ Fish Boom FC
45 1,005 12:32 — — ⚔ Scout Rush
35 772 12:13 20:32 — ⛏ Fish Boom FC
33 741 9:41 18:25 — ⛏ Fish Boom into Galleys FC
32 700 11:45 — — ⛏ Fish Boom
29 644 11:30 19:16 — ⚔ Fish Boom into Fire Galleys into Towers FC
22 481 — — — ⛏ Fish Boom
18 406 11:02 15:09 — ⛏ Fish Boom FC

Resources

Player Food Wood Gold Stone Spent Collected
3,500 9,009 3,120 100 15,729 15,912
4,690 5,700 1,340 450 12,180 12,516
8,590 3,433 50 100 12,173 11,646
3,320 5,375 750 225 9,670 11,434
3,475 4,085 465 1,075 9,100 8,875
3,750 3,853 460 100 8,163 9,480
2,850 2,391 100 255 5,596 5,592
3,400 1,650 50 200 5,300 4,751
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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