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Compare the tribes

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

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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.
Teutons portrait

Teutons

Offense

For beginners: Demanding

Strengths

  • Clubswingers offer inexpensive attack power and short base training.
  • Spearmen provide an infantry answer to cavalry threats.
  • Large merchant loads support bulk transfers.

Weaknesses

  • Clubswingers have particularly weak defense against cavalry.
  • Merchant journeys are slower than those of the other six tribes.
  • An offensive opening needs attention, information and replacement resources.

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).

MilitaryEgyptiansGaulsTeutons
Highest attack per combat unitRoyal Chariot
110
Haeduan
140
Teutonic Knight
150Best
Highest average defense per combat unitRoyal Chariot
135Best
Haeduan
107.5
Paladin
70
Fastest combat unitChariot
15
Theutates Thunder
19Best
Paladin
10
Largest combat-unit carryRoyal Chariot
70
Theutates Thunder
75
Paladin
110Best
Lowest resource cost per attack pointEgyptian Fighter
14
Swordsman
8.23
Clubswinger
6.25Best
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*
EgyptiansGaulsTeutons

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.

AxisEgyptiansGaulsTeutons
Attack
47.8
60.9
65.2Best
Defense
100Best
79.6
51.9
Speed
78.9
100Best
52.6
Logistics
66.7
100Best
66.7
Beginner friendliness*
80
100Best
40

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
TeutonsClubswinger
Starting infantryEgyptiansGaulsTeutons
Attack
10
15
40Best
Defense vs infantry
30
40Best
20
Defense vs cavalry
20
50Best
5
Speed (tiles/h)
7Best
7Best
7Best
Carry
20
35
60Best
Total resource cost
165Best
315
250
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
1,040
720
Best anti-cavalry infantry available
EgyptiansTemple Guardian
GaulsPhalanx
TeutonsSpearman
Best anti-cavalry infantry availableEgyptiansGaulsTeutons
Attack
25Best
15
10
Defense vs infantry
110Best
40
35
Defense vs cavalry
80Best
50
60
Speed (tiles/h)
6
7Best
7Best
Carry
35
35
40Best
Total resource cost
650
315Best
340
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,760
1,040Best
1,120
Espionage
EgyptiansHorse Scout
GaulsPathfinder
TeutonsScout
EspionageEgyptiansGaulsTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
10
Defense vs cavalry
10Best
10Best
5
Speed (tiles/h)
16
17Best
9
Carry
0Best
0Best
0Best
Total resource cost
380
380
360Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
EgyptiansRoyal Chariot
GaulsHaeduan
TeutonsTeutonic Knight
Offensive cavalryEgyptiansGaulsTeutons
Attack
110
140
150Best
Defense vs infantry
120Best
50
50
Defense vs cavalry
150
165Best
75
Speed (tiles/h)
10
13Best
9
Carry
70
65
80Best
Total resource cost
1,800
1,965
1,525Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120
3,120
2,960Best
Defensive cavalry
EgyptiansRoyal Chariot
GaulsHaeduan
TeutonsPaladin
Defensive cavalryEgyptiansGaulsTeutons
Attack
110
140Best
55
Defense vs infantry
120Best
50
100
Defense vs cavalry
150
165Best
40
Speed (tiles/h)
10
13Best
10
Carry
70
65
110Best
Total resource cost
1,800
1,965
1,005Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,120
3,120
2,400Best
Ram
EgyptiansRam
GaulsRam
TeutonsRam
RamEgyptiansGaulsTeutons
Attack
55
50
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
95
105Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,910
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
5,000
4,200Best
Catapult
EgyptiansCatapult
GaulsTrebuchet
TeutonsCatapult
CatapultEgyptiansGaulsTeutons
Attack
65
70Best
50
Defense vs infantry
55
45
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,250
3,130
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
GaulsChieftain
TeutonsChief
ChiefEgyptiansGaulsTeutons
Attack
40Best
40Best
40Best
Defense vs infantry
50
50
60Best
Defense vs cavalry
50Best
50Best
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
144,650
114,300Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
EgyptiansEgyptian Settler
GaulsSettler
TeutonsSettler
SettlerEgyptiansGaulsTeutons
Attack
0
0
10Best
Defense vs infantry
80Best
80Best
80Best
Defense vs cavalry
80Best
80Best
80Best
Speed (tiles/h)
5Best
5Best
5Best
Carry
3,000Best
3,000Best
3,000Best
Total resource cost
21,000Best
22,700
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800
22,700Best
31,000

Economy & special mechanics

Economy & special mechanicsEgyptiansGaulsTeutons
Merchant capacity (resources)
750
750
1,000Best
Merchant speed (tiles/h)
16
24Best
12
Merchant throughput (capacity × speed)
12,000
18,000Best
12,000
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
2,000Best
1,000
Wall troop bonus, level 20 (%)
80.6Best
63.9
48.6
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Palisade
  • Trapper
  • Earth Wall
  • Brewery

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.

Teutons

Brewery

While a capital festival is active, the Brewery adds its level-based attack bonus across your villages. It also halves chief persuasion and makes catapult targets random. Plan conquest separately.

Against a Teuton attack, Cranny protection is multiplied by 0.8 in this server’s battle resolution.

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