AoeStats
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Pilgrims

509968201Analyzed
4v4 RM · 2d ago on Sep 28, 2026· 71m 41s· 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
🇨🇱 Mongols · Chile
1173
+14
🇺🇸 Berbers · United States
1135
+16
🇨🇴 Italians · Colombia
1108
+17
🇮🇳 Byzantines · India
1107
+16
🇩🇪 Vietnamese · Germany
1136
-16
🇵🇪 Georgians · Peru
1136
-16
🇨🇾 Spanish · Cyprus
1126
-16
🇫🇷 Varangians · France
1098
-15
Player eAPM Actions Feudal Castle Imperial Opening
72 5,178 11:58 16:20 37:14 ⛏ Fish Boom FC
49 3,484 12:56 19:33 38:46 ⛏ Fish Boom FC
42 3,039 10:49 18:25 27:02 ⛏ Fish Boom into Fire Galleys FC
38 2,704 11:11 19:49 37:17 ⚔ Fish Boom into Scouts
28 2,032 13:42 20:08 35:17 ⚔ Fish Boom into Scouts FC
27 1,904 12:59 23:29 41:22 ⛏ Fish Boom FC
21 1,474 12:45 21:31 35:44 ⛏ Fish Boom FC into Fire Galleys
20 1,431 11:56 21:39 35:56 ⚔ Towers into Archers

Resources

Player Food Wood Gold Stone Spent Collected
39,645 43,594 17,255 2,950 103,444 115,016
47,980 33,613 18,365 2,450 102,408 111,134
19,450 45,256 28,390 3,775 96,871 106,863
38,765 26,644 17,655 5,430 88,494 104,463
30,350 35,339 16,260 1,600 83,549 93,611
25,740 25,515 10,810 3,740 65,805 77,992
27,670 23,420 11,320 2,380 64,790 69,768
26,280 26,687 8,275 3,525 64,767 77,254
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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