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Pilgrims

507804374Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 7m 59s· 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
🇵🇾 Burgundians · Paraguay
1263
+15
🇧🇷 Franks · Brazil
1213
+17
🇦🇷 Armenians · Argentina
1211
+17
🇦🇺 Persians · Australia
1182
+18
🇲🇽 Spanish · Mexico
1267
-18
🇦🇷 Tatars · Argentina
1258
-18
🇲🇽 Vietnamese · Mexico
1239
-17
🇬🇧 Malay · United Kingdom
1158
-14
Player eAPM Actions Feudal Castle Imperial Opening
60 480 — — —
52 414 — — — ⛏ Fish Boom
29 229 — — —
27 213 — — — ⛏ Fish Boom
26 208 — — — ⛏ Fish Boom
24 190 — — — ⛏ Fish Boom
19 153 — — — ⛏ Fish Boom
10 83 — — — ⛏ Fish Boom

Resources

Player Food Wood Gold Stone Spent Collected
1,100 1,925 50 100 3,175 2,455
450 1,150 50 100 1,750 1,793
550 1,050 0 100 1,700 1,805
450 1,125 0 100 1,675 1,658
700 800 0 100 1,600 1,366
650 743 50 100 1,543 1,262
600 725 50 100 1,475 1,286
300 900 0 100 1,300 1,088
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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