AoeStats
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Pilgrims

508742768Analyzed
4v4 RM · 9d ago on Sep 23, 2026· 40m 59s· 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
🇨🇳 Vikings · China
1482
+16
🇺🇸 Dravidians · United States
1480
+16
🇨🇳 Berbers · China
1475
+17
🇺🇸 Khmer · United States
1447
+18
🇦🇷 Varangians · Argentina
1535
-19
🇩🇪 Mongols · Germany
1474
-16
🇩🇪 Armenians · Germany
1472
-16
🇪🇸 Lithuanians · Spain
1464
-16
Player eAPM Actions Feudal Castle Imperial Opening
57 2,327 11:28 18:18 38:36 ⛏ Fish Boom into Galleys FC
51 2,078 10:30 15:09 — ⛏ Fish Boom FC
50 2,055 10:29 14:26 37:46 ⛏ Fish Boom FC
42 1,726 10:16 17:14 32:28 ⛏ Fish Boom FC
40 1,631 12:25 19:11 38:04 ⛏ Fish Boom into Galleys FC
39 1,594 10:18 21:48 35:23 ⛏ Fish Boom into Galleys FC
31 1,284 12:57 25:41 — ⚔ Fish Boom into Scouts into Skirms
24 981 10:44 23:29 — ⛏ Fish Boom into Fire Galleys into Galleys FC

Resources

Player Food Wood Gold Stone Spent Collected
14,335 18,602 7,825 3,270 44,032 47,271
15,410 12,948 10,245 2,360 40,963 41,203
12,150 14,623 6,725 3,650 37,148 42,303
6,625 14,160 5,475 225 26,485 28,122
6,700 13,505 4,520 950 25,675 31,240
9,370 10,451 4,035 1,210 25,066 27,911
9,555 6,780 1,695 1,150 19,180 20,807
7,560 8,033 2,425 1,050 19,068 19,842
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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