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Pilgrims

510077619Analyzed
3v3 RM · 5d ago on Sep 29, 2026· 38m 24s· 6 players
Game mode
Random Map
Map size
Normal (6 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
🇲🇾 Gurjaras · Malaysia
842
+15
🇦🇺 Varangians · Australia
807
+16
🇨🇳 Britons · China
922
-20
🇨🇳 Magyars · China
830
-15
🇨🇳 Cumans · China
703
-10
Player eAPM Actions Feudal Castle Imperial Opening
44 1,678 10:47 23:14 — ⚔ Fish Boom into Scouts into Towers into Archers
25 944 10:43 19:26 37:02 ⛏ Fish Boom FC
18 689 14:04 21:35 33:42 ⛏ Fish Boom
16 604 11:48 17:16 29:20 ⛏ Fish Boom FC
16 631 15:30 — — ⚔ Fish Boom into Archers into Scouts
10 398 14:19 29:11 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,405 10,060 7,335 2,955 33,755 34,445
11,875 10,911 3,980 2,550 29,316 38,320
9,685 8,570 3,220 950 22,425 30,989
8,705 9,715 1,950 330 20,700 22,985
7,930 8,225 1,600 1,205 18,960 19,366
5,755 3,910 640 1,205 11,510 13,488
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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