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Pilgrims

509608507Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 78m 57s· 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
🇦🇺 Franks · Australia
1213
+16
🇻🇳 Persians · Vietnam
1195
+16
🇹🇼 Turks · Taiwan
1188
+17
🇨🇳 Japanese · China
1186
+17
🇱🇻 Burmese · Latvia
1226
-17
🇦🇷 Persians · Argentina
1208
-17
🇦🇷 Vietnamese · Argentina
1206
-16
🇹🇷 Japanese · Türkiye
1183
-16
Player eAPM Actions Feudal Castle Imperial Opening
63 4,959 12:46 18:56 37:15 ⛏ Fish Boom into Fire Galleys FC
43 3,377 12:10 16:08 44:03 ⛏ Fish Boom FC
37 2,912 13:08 21:53 41:14 ⛏ Fish Boom into Galleys FC
34 2,649 16:22 20:42 25:59 ⛏ Fish Boom FC into Fast Imp
33 2,601 13:26 24:19 41:30 ⛏ Fish Boom into Galleys into Fire Galleys FC
32 2,543 12:05 15:44 33:53 ⛏ Fish Boom FC
26 2,030 11:59 17:47 38:35 ⚔ Fish Boom into M@A FC
8 662 16:19 22:31 — ⚔ Fish Boom into M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
66,350 64,530 21,690 3,090 155,660 163,400
60,525 33,925 35,620 11,180 141,250 161,964
56,710 39,890 19,975 5,050 121,625 126,819
42,020 52,380 20,535 3,150 118,085 124,327
43,535 27,850 26,685 1,835 99,905 109,667
27,085 34,295 19,060 2,830 83,270 84,628
19,360 17,206 13,330 3,285 53,181 65,304
3,700 4,340 775 350 9,165 10,682
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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