AoeStats
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Pilgrims

508553045Analyzed
4v4 RM · 8d ago on Sep 23, 2026· 55m 46s· 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
🇺🇸 Japanese · United States
797
+23
🇺🇸 Varangians · United States
736
+12
🇺🇸 Britons · United States
718
+13
🇺🇸 Khmer · United States
655
+15
🇲🇽 Franks · Mexico
724
-15
🇵🇪 Vikings · Peru
721
-15
🇧🇷 Chinese · Brazil
629
-12
🇨🇴 Franks · Colombia
523
-8
Player eAPM Actions Feudal Castle Imperial Opening
22 1,211 13:03 25:03 38:47 ⚔ Fish Boom FC into Scouts
18 995 16:14 27:34 41:32 ⚔ Fish Boom into Towers FC into Galleys
18 1,018 12:10 19:43 41:27 ⚔ Fish Boom into M@A FC
17 960 12:32 18:55 30:46 ⛏ Fish Boom
16 874 16:10 27:20 42:50 ⚔ Fish Boom into Scouts
15 838 15:15 27:24 40:30 ⛏ Fast Castle
14 754 11:10 22:11 49:37 ⚔ Fish Boom into Drush FC
13 727 12:19 21:18 36:21 ⚔ Fish Boom into Towers into Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
31,560 22,028 9,440 6,180 69,208 76,770
18,445 16,670 13,035 1,600 49,750 70,265
16,790 15,330 8,260 2,980 43,360 55,721
17,535 12,730 8,110 4,910 43,285 54,137
15,635 14,680 8,295 2,150 40,760 47,407
11,120 19,249 7,770 2,600 40,739 46,911
14,780 10,265 10,265 2,250 37,560 40,626
13,155 13,055 5,380 1,380 32,970 37,555
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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