AoeStats
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Pilgrims

509017391Analyzed
4v4 RM · 7d ago on Sep 25, 2026· 61m 4s· 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
🇺🇸 Saxons · United States
1122
+17
🇺🇸 Chinese · United States
1097
+18
🇺🇸 Persians · United States
1086
+18
🇨🇳 Shu · China
1067
+19
🇨🇦 Varangians · Canada
1206
-21
🇦🇷 Japanese · Argentina
1135
-18
🇫🇷 Byzantines · France
1131
-18
🇨🇦 Khmer · Canada
1064
-15
Player eAPM Actions Feudal Castle Imperial Opening
47 2,894 12:30 18:29 37:38 ⚔ Fish Boom into Archers
34 2,057 11:52 32:12 — ⚔ Fish Boom into M@A into Towers into Skirms
30 1,857 14:02 18:30 44:44 ⛏ Fish Boom FC
28 1,718 12:25 26:16 51:57 ⚔ Fish Boom into M@A into Towers
26 1,572 10:06 20:50 43:40 ⛏ Fish Boom into Fire Galleys into Galleys FC
26 1,572 13:38 19:00 43:22 ⛏ Fish Boom FC
25 1,531 11:42 17:18 35:00 ⚔ Fish Boom into Archers
23 1,376 7:58 23:52 39:00 ⚔ Fish Boom into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
46,535 19,645 21,465 3,190 90,835 96,332
28,600 24,265 22,075 2,605 77,545 91,402
30,150 18,608 9,395 3,935 62,088 68,389
25,055 21,509 4,940 2,905 54,409 53,810
22,230 17,980 8,115 2,120 50,445 52,189
27,205 11,140 4,570 1,965 44,880 52,537
18,120 18,055 5,420 2,330 43,925 45,939
12,385 15,451 7,105 1,625 36,566 39,716
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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