AoeStats
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Pilgrims

508261108Analyzed
4v4 RM · 26d ago on Sep 21, 2026· 51m 29s· 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
🇳🇴 Romans · Norway
1207
+14
🇩🇪 Teutons · Germany
1199
+15
🇬🇧 Lithuanians · United Kingdom
1196
+15
🇧🇪 Burgundians · Belgium
1184
+15
vs
🇬🇧 Persians · United Kingdom
1196
-16
🇦🇺 Burgundians · Australia
1173
-15
🇨🇴 Persians · Colombia
1161
-14
🇹🇷 Lithuanians · Türkiye
1146
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 1,743 12:11 19:45 29:44 ⚔ Fish Boom into Scouts
33 1,691 10:24 28:52 — ⚔ Towers FC
24 1,224 11:25 15:15 37:55 ⛏ Fish Boom into Fire Galleys FC into Galleys
18 910 12:07 19:45 — ⚔ Fish Boom into Towers FC
17 879 11:13 16:10 36:03 ⚔ Fish Boom FC into Skirms into Galleys
17 882 14:14 18:59 29:54 ⛏ Fish Boom FC
17 868 13:59 19:40 35:49 ⛏ Fish Boom FC
9 486 12:34 21:48 29:35 ⛏ Fish Boom into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
17,730 20,354 6,530 2,005 46,619 58,230
19,610 11,065 11,670 2,960 45,305 51,237
19,020 12,010 11,595 1,705 44,330 57,167
15,705 15,650 4,005 950 36,310 41,806
9,105 10,785 2,695 2,965 25,550 33,027
K
7,985 6,045 2,910 2,800 19,740 23,959
7,025 4,653 850 2,715 15,243 18,403
4,110 4,305 2,235 1,260 11,910 12,807
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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