AoeStats
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Pilgrims

509580766Analyzed
4v4 RM · 3d ago on Sep 27, 2026· 58m 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
🇷🇺 Malians · Russia
1366
+16
🇹🇷 Wu · Türkiye
1339
+17
🇹🇷 Armenians · Türkiye
1293
+19
🇮🇹 Britons · Italy
1283
+19
🇨🇳 Ethiopians · China
1487
-23
🇨🇳 Khmer · China
1483
-22
🇮🇱 Mapuche · Israel
1290
-15
🇹🇼 Armenians · Taiwan
1191
-11
Player eAPM Actions Feudal Castle Imperial Opening
50 2,903 12:17 16:20 34:44 ⛏ Fish Boom FC
43 2,516 12:10 22:40 39:36 ⚔ Fish Boom into M@A into Towers into Skirms
41 2,397 10:49 21:47 41:43 ⚔ Fish Boom into Fire Galleys FC into Archers
39 2,297 12:40 16:47 38:14 ⛏ Fish Boom FC
35 2,052 12:15 16:29 — ⛏ Fish Boom FC
34 1,985 13:23 16:13 35:07 ⚔ Fish Boom FC into Galleys into Scouts
32 1,877 9:05 18:54 38:30 ⛏ Fish Boom FC
27 1,555 10:57 17:32 43:07 ⚔ Fish Boom into Archers

Resources

Player Food Wood Gold Stone Spent Collected
49,435 31,621 28,490 6,485 116,031 130,035
35,925 24,160 16,335 3,400 79,820 98,251
29,775 28,180 15,465 3,050 76,470 86,115
22,510 26,002 11,990 1,750 62,252 63,699
19,825 24,000 14,200 955 58,980 69,656
16,640 28,150 10,030 1,750 56,570 59,049
11,050 15,787 5,405 2,010 34,252 35,408
10,825 12,200 3,580 1,250 27,855 31,361
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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