AoeStats
← Goffy2938

Pilgrims

509156882Analyzed
4v4 RM · 7d ago on Sep 25, 2026· 64m 0s· 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
🇺🇸 Huns · United States
1009
+13
🇺🇸 Persians · United States
982
+14
🇺🇸 Vikings · United States
938
+16
🇺🇸 Shu · United States
892
+18
1021
-18
🇬🇷 Malay · Greece
926
-15
🇬🇧 Chinese · United Kingdom
910
-40
🇬🇧 Armenians · United Kingdom
901
-14
Player eAPM Actions Feudal Castle Imperial Opening
115 7,331 15:54 27:23 33:48 ⚔ Archers into Fast Imp
25 1,620 14:11 23:42 44:35 ⚔ Fish Boom into Galleys into Fire Galleys FC into Scouts
17 1,093 12:18 16:14 32:58 ⛏ Fast Castle
15 973 10:37 17:02 46:53 ⛏ Fish Boom FC
15 933 15:08 18:33 36:48 ⛏ Fish Boom FC
11 689 10:34 16:10 — ⛏ Fish Boom into Fire Galleys FC into Galleys
11 703 13:31 24:45 36:58 ⛏ Fish Boom
9 545 13:07 24:42 42:01 ⛏ Fish Boom into Galleys FC

Resources

Player Food Wood Gold Stone Spent Collected
14,325 40,713 11,320 1,600 67,958 73,647
19,105 24,370 13,110 1,250 57,835 92,070
17,960 25,060 11,880 2,450 57,350 67,278
17,935 22,335 13,605 2,575 56,450 64,608
27,855 10,645 12,345 2,670 53,515 58,962
9,325 17,005 7,060 3,085 36,475 42,679
7,465 7,334 2,820 1,705 19,324 24,641
6,180 7,718 2,785 300 16,983 18,629
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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