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Pilgrims

508991820Analyzed
4v4 RM · 8d ago on Sep 25, 2026· 59m 42s· 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 · Russia
960
+9
🇨🇳 Vikings · China
951
+10
🇳🇱 Teutons · Netherlands
902
+12
🇨🇳 Spanish · China
902
+12
🇨🇦 Saxons · Canada
888
-13
🇺🇸 Varangians · United States
862
-13
🇺🇸 Maya · United States
809
-11
🇨🇦 Franks · Canada
667
-14
Player eAPM Actions Feudal Castle Imperial Opening
37 2,190 11:02 25:26 — ⚔ Fire Galley Rush
27 1,613 10:40 19:32 40:51 ⛏ Fish Boom into Galleys FC
24 1,460 10:42 25:36 37:23 ⛏ Fish Boom into Fire Galleys FC
21 1,253 15:05 23:25 43:08 ⛏ Fish Boom FC
21 1,255 12:06 31:17 41:19 ⚔ Tower Rush
20 1,222 12:09 24:33 31:25 ⛏ Fish Boom into Galleys into Fire Galleys FC into Fast Imp
18 1,053 13:41 23:32 36:30 ⚔ Fish Boom into Drush into Fire Galleys into Scouts into Archers
15 902 13:01 23:11 — ⚔ Fish Boom into Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
25,505 23,735 15,770 4,625 69,635 73,444
22,815 17,565 12,460 4,890 57,730 73,731
10,400 19,990 13,275 4,260 47,925 49,489
11,100 18,525 11,040 2,375 43,040 50,631
16,715 10,085 10,450 3,350 40,600 52,153
12,280 7,095 5,970 3,315 28,660 30,166
8,745 10,350 2,630 730 22,455 24,063
5,035 6,585 1,430 550 13,600 15,341
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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