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Pilgrims

509386499Analyzed
4v4 RM · 7d ago on Sep 26, 2026· 59m 18s· 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
🇹🇷 Armenians · Türkiye
871
+16
🇭🇺 Vietnamese · Hungary
844
+17
🇨🇿 Romans · Czechia
825
+18
🇵🇹 Maya · Portugal
776
+19
🇬🇧 Portuguese · United Kingdom
918
-20
🇦🇷 Persians · Argentina
878
-18
🇨🇳 Bohemians · China
872
-18
🇵🇹 Vikings · Portugal
769
-14
Player eAPM Actions Feudal Castle Imperial Opening
39 2,299 13:43 21:27 36:50 ⛏ Fast Castle
36 2,108 12:59 23:37 35:52 ⛏ Fast Castle
34 2,025 16:08 23:54 43:33 ⚔ Fish Boom into Galleys into Skirms
29 1,748 12:14 41:42 — ⚔ M@A into Skirms into Towers
27 1,606 16:03 21:14 39:09 ⛏ Fish Boom FC into Fire Galleys
21 1,259 11:51 23:23 38:06 ⛏ Fish Boom into Fire Galleys into Galleys FC
12 714 14:44 20:45 25:52 ⚔ Fish Boom into Scouts into Towers into Fast Imp
8 463 11:23 25:14 —

Resources

Player Food Wood Gold Stone Spent Collected
21,295 27,123 13,750 2,915 65,083 72,309
24,010 17,391 11,480 5,125 58,006 70,758
26,220 20,035 7,945 1,075 55,275 67,972
19,515 14,356 13,530 1,600 49,001 65,500
20,945 10,902 10,085 3,145 45,077 46,817
8,615 9,790 4,785 2,075 25,265 29,713
9,740 6,655 2,590 2,350 21,335 28,486
4,975 4,190 1,180 1,135 11,480 14,927
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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