AoeStats
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Pilgrims

508087648Analyzed
4v4 RM · 10d ago on Sep 20, 2026· 7m 34s· 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
🇺🇿 Italians · Uzbekistan
1041
+16
🇺🇸 Malay · United States
1041
+16
🇹🇼 Inca · Taiwan
1036
+16
🇹🇷 Mongols · Türkiye
1018
+16
🇵🇪 Ethiopians · Peru
1079
-18
🇲🇰 Vikings · North Macedonia
1071
-18
🇺🇸 Huns · United States
1000
-45
🇪🇸 Cumans · Spain
971
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 371 — — — ⛏ Fish Boom
41 309 — — — ⛏ Fish Boom
39 299 — — — ⛏ Fish Boom
33 252 — — — ⛏ Fish Boom
28 213 — — — ⛏ Fish Boom
23 173 — — —
22 163 — — —
6 45 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,550 1,050 0 100 2,700 2,360
900 1,175 0 100 2,175 1,567
750 1,000 50 100 1,900 1,185
650 925 50 110 1,735 1,439
550 1,075 0 100 1,725 1,630
500 849 0 105 1,454 908
400 425 0 100 925 520
0 375 0 100 475 0
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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