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CHOOSE YOUR PATH

Compare the tribes

Seven paths. Different strengths. Make your choice with the numbers in front of you.

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GaulsKeep at least two tribes selectedRomansTeutonsEgyptiansKeep at least two tribes selectedHunsSpartansVikings

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Overview

Egyptians portrait

Egyptians

Economy

For beginners: Approachable

Strengths

  • Armed Slaves have a low resource cost and short base training time.
  • Temple Guardians provide strong infantry defense per unit.
  • Waterworks can improve annexed oasis bonuses after its prerequisites are met.

Weaknesses

  • Low-cost troops still consume crop.
  • The starting unit has little attack power.
  • Waterworks is a developed-village investment, not a free starting bonus.
Gauls portrait

Gauls

Defense

For beginners: Approachable

Strengths

  • The Phalanx offers a practical defensive foundation.
  • Theutates Thunder gives this roster a fast raiding option.
  • Enhanced Cranny protection and the Trapper support a guarded opening.

Weaknesses

  • Starting infantry has low attack power.
  • Fast cavalry still needs research, infrastructure and resources.
  • Traps and protected resources do not replace an army or allies.

Military

Highlights show the best of the selected tribes. Lower is better for cost per attack point; higher is better for the other summary rows. Equal values share the highlight.

Bars use the maximum across all seven tribes, even when only two are selected. Cost efficiency uses the inverse ratio (best cost ÷ cost).

MilitaryEgyptiansGauls
Highest attack per combat unitRoyal Chariot
110
Haeduan
140Best
Highest average defense per combat unitRoyal Chariot
135Best
Haeduan
107.5
Fastest combat unitChariot
15
Theutates Thunder
19Best
Largest combat-unit carryRoyal Chariot
70
Theutates Thunder
75Best
Lowest resource cost per attack pointEgyptian Fighter
14
Swordsman
8.23Best
How to read the data

Summary records exclude scouts, siege and expansion units. Average defense is (infantry defense + cavalry defense) ÷ 2. Role representatives below are derived from the roster: highest anti-cavalry defense among infantry, highest attack among cavalry, and highest average defense among cavalry. One unit can appear in more than one role; this does not imply a special bonus.

Strengths at a glance

Radar comparing five dimensions, including an editorial beginner ratingAttack = highest combat-unit attack; defense = highest combat-unit average defense; speed = fastest combat unit; logistics = merchant capacity × merchant speed. These four axes are percentages of the seven-tribe maximum. *Beginner friendliness is an editorial 1–5 rating, scaled to 100; it is not an engine stat. The table provides the same values in text.AttackDefenseSpeedLogisticsBeginner friendliness*
EgyptiansGauls

Attack = highest combat-unit attack; defense = highest combat-unit average defense; speed = fastest combat unit; logistics = merchant capacity × merchant speed. These four axes are percentages of the seven-tribe maximum. *Beginner friendliness is an editorial 1–5 rating, scaled to 100; it is not an engine stat. The table provides the same values in text.

AxisEgyptiansGauls
Attack
47.8
60.9Best
Defense
100Best
79.6
Speed
78.9
100Best
Logistics
66.7
100Best
Beginner friendliness*
80
100Best

Role-by-role comparison

Summary records exclude scouts, siege and expansion units. Average defense is (infantry defense + cavalry defense) ÷ 2. Role representatives below are derived from the roster: highest anti-cavalry defense among infantry, highest attack among cavalry, and highest average defense among cavalry. One unit can appear in more than one role; this does not imply a special bonus.

In the role tables, lower resource cost, upkeep and training time are highlighted; higher attack, defenses, speed and carry are highlighted.

Starting infantry
EgyptiansArmed Slave
GaulsPhalanx
Starting infantryEgyptiansGauls
Attack
10
15Best
Defense vs infantry
30
40Best
Defense vs cavalry
20
50Best
Speed (tiles/h)
7Best
7Best
Carry
20
35Best
Total resource cost
165Best
315
Upkeep (crop/h)
1Best
1Best
Base training (seconds)
640Best
1,040
Best anti-cavalry infantry available
EgyptiansTemple Guardian
GaulsPhalanx
Best anti-cavalry infantry availableEgyptiansGauls
Attack
25Best
15
Defense vs infantry
110Best
40
Defense vs cavalry
80Best
50
Speed (tiles/h)
6
7Best
Carry
35Best
35Best
Total resource cost
650
315Best
Upkeep (crop/h)
1Best
1Best
Base training (seconds)
1,760
1,040Best
Espionage
EgyptiansHorse Scout
GaulsPathfinder
EspionageEgyptiansGauls
Attack
0Best
0Best
Defense vs infantry
20Best
20Best
Defense vs cavalry
10Best
10Best
Speed (tiles/h)
16
17Best
Carry
0Best
0Best
Total resource cost
380Best
380Best
Upkeep (crop/h)
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
Offensive cavalry
EgyptiansRoyal Chariot
GaulsHaeduan
Offensive cavalryEgyptiansGauls
Attack
110
140Best
Defense vs infantry
120Best
50
Defense vs cavalry
150
165Best
Speed (tiles/h)
10
13Best
Carry
70Best
65
Total resource cost
1,800Best
1,965
Upkeep (crop/h)
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
Defensive cavalry
EgyptiansRoyal Chariot
GaulsHaeduan
Defensive cavalryEgyptiansGauls
Attack
110
140Best
Defense vs infantry
120Best
50
Defense vs cavalry
150
165Best
Speed (tiles/h)
10
13Best
Carry
70Best
65
Total resource cost
1,800Best
1,965
Upkeep (crop/h)
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
Ram
EgyptiansRam
GaulsRam
RamEgyptiansGauls
Attack
55Best
50
Defense vs infantry
30Best
30Best
Defense vs cavalry
95
105Best
Speed (tiles/h)
4Best
4Best
Carry
0Best
0Best
Total resource cost
1,990
1,910Best
Upkeep (crop/h)
3Best
3Best
Base training (seconds)
4,800Best
5,000
Catapult
EgyptiansCatapult
GaulsTrebuchet
CatapultEgyptiansGauls
Attack
65
70Best
Defense vs infantry
55Best
45
Defense vs cavalry
10Best
10Best
Speed (tiles/h)
3Best
3Best
Carry
0Best
0Best
Total resource cost
3,250
3,130Best
Upkeep (crop/h)
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
Chief
EgyptiansNomarch
GaulsChieftain
ChiefEgyptiansGauls
Attack
40Best
40Best
Defense vs infantry
50Best
50Best
Defense vs cavalry
50Best
50Best
Speed (tiles/h)
4Best
4Best
Carry
0Best
0Best
Total resource cost
160,000
144,650Best
Upkeep (crop/h)
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
GaulsSettler
SettlerEgyptiansGauls
Attack
0Best
0Best
Defense vs infantry
80Best
80Best
Defense vs cavalry
80Best
80Best
Speed (tiles/h)
5Best
5Best
Carry
3,000Best
3,000Best
Total resource cost
21,000Best
22,700
Upkeep (crop/h)
1Best
1Best
Base training (seconds)
24,800
22,700Best

Economy & special mechanics

Economy & special mechanicsEgyptiansGauls
Merchant capacity (resources)
750Best
750Best
Merchant speed (tiles/h)
16
24Best
Merchant throughput (capacity × speed)
12,000
18,000Best
Base simultaneous construction jobs
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
2,000Best
Wall troop bonus, level 20 (%)
80.6Best
63.9
Hospital recovery share (%)
40Best
40Best
Wounded storage per hospital level
30Best
30Best
Base chief loyalty reduction
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Palisade
  • Trapper

Merchant values exclude the Trade Office and other bonuses. Cranny values are per resource, before the Teuton attack modifier. Wall values use the rounded troop multiplier in battle resolution. Construction counts exclude Plus and master queues. See each tribe guide for special-building effects. Chief ranges are highlighted by their maximum base reduction.

Egyptians

Waterworks

Waterworks increases the annexed oasis bonus by 5% relative per level: a 25% resource bonus becomes 50% at level 20. It requires a level 10 Hero’s Mansion.

Gauls

Trapper

The Trapper captures attacking troops in available traps. It is a defensive tool to support your army and diplomacy.

Source files and calculation notes

Numeric cells expose their source file and key on focus or hover. Download the JSON for all unit, building and mechanic references. History, tutorials, profiles and beginner ratings are editorial.

Download the data with source references