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CHOOSE YOUR PATH

Compare the tribes

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

Choose 2 or 3 tribes

GaulsThree tribes selected. Remove one to add another.RomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsSpartansThree tribes selected. Remove one to add another.Vikings

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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.
Huns portrait

Huns

Offense

For beginners: Demanding

Strengths

  • Four combat cavalry choices offer several offensive options.
  • Elite Riders carry the highest attack value in this seven-tribe roster.
  • The Command Center provides the Hun route to expansion.

Weaknesses

  • The Makeshift Wall has the smallest troop multiplier of the seven walls.
  • Cavalry development requires a substantial resource and crop commitment.
  • A single combat infantry type limits infantry specialisation.
Vikings portrait

Vikings

Offense

For beginners: Intermediate

Strengths

  • Viking Raiders combine useful starting attack with a generous carry capacity.
  • Berserkers offer a heavy offensive infantry option.
  • The Big Hospital gives a developed village a larger recovery share and storage.

Weaknesses

  • Berserkers consume more crop than the lighter infantry options.
  • The offensive roster still needs defensive planning.
  • The Big Hospital is a later investment and healing consumes 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).

MilitaryEgyptiansHunsVikings
Highest attack per combat unitRoyal Chariot
110
Elite Rider
230Best
Huscarl
165
Highest average defense per combat unitRoyal Chariot
135Best
Elite Rider
77.5
Huscarl
97.5
Fastest combat unitChariot
15
Horse Archer
16Best
Viking Rider
12
Largest combat-unit carryRoyal Chariot
70
Steppe Rider
105Best
Viking Rider
90
Lowest resource cost per attack pointEgyptian Fighter
14
Horse Archer
7.46
Viking Raider
6.44Best
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*
EgyptiansHunsVikings

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.

AxisEgyptiansHunsVikings
Attack
47.8
100Best
71.7
Defense
100Best
57.4
72.2
Speed
78.9
84.2Best
63.2
Logistics
66.7
55.6
75Best
Beginner friendliness*
80Best
20
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
HunsHun Warrior
VikingsViking Raider
Starting infantryEgyptiansHunsVikings
Attack
10
35
45Best
Defense vs infantry
30
40Best
30
Defense vs cavalry
20
30Best
15
Speed (tiles/h)
7Best
6
7Best
Carry
20
50
70Best
Total resource cost
165Best
290
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
1,120
960
Best anti-cavalry infantry available
EgyptiansTemple Guardian
HunsHun Warrior
VikingsBerserker
Best anti-cavalry infantry availableEgyptiansHunsVikings
Attack
25
35
105Best
Defense vs infantry
110Best
40
45
Defense vs cavalry
80Best
30
30
Speed (tiles/h)
6Best
6Best
6Best
Carry
35
50
60Best
Total resource cost
650
290Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,760
1,120Best
1,960
Espionage
EgyptiansHorse Scout
HunsScout Rider
VikingsViking Scout
EspionageEgyptiansHunsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
15
Defense vs cavalry
10Best
10Best
8
Speed (tiles/h)
16
19Best
10
Carry
0Best
0Best
0Best
Total resource cost
380
380
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
EgyptiansRoyal Chariot
HunsElite Rider
VikingsHuscarl
Offensive cavalryEgyptiansHunsVikings
Attack
110
230Best
165
Defense vs infantry
120Best
90
95
Defense vs cavalry
150Best
65
100
Speed (tiles/h)
10
13Best
10
Carry
70
70
75Best
Total resource cost
1,800Best
2,390
2,105
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,120Best
3,520
3,300
Defensive cavalry
EgyptiansRoyal Chariot
HunsElite Rider
VikingsHuscarl
Defensive cavalryEgyptiansHunsVikings
Attack
110
230Best
165
Defense vs infantry
120Best
90
95
Defense vs cavalry
150Best
65
100
Speed (tiles/h)
10
13Best
10
Carry
70
70
75Best
Total resource cost
1,800Best
2,390
2,105
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,120Best
3,520
3,300
Ram
EgyptiansRam
HunsRam
VikingsRam
RamEgyptiansHunsVikings
Attack
55
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
95Best
90
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,820Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,400Best
4,700
Catapult
EgyptiansCatapult
HunsCatapult
VikingsCatapult
CatapultEgyptiansHunsVikings
Attack
65Best
45
55
Defense vs infantry
55
55
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,250
2,910Best
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
HunsTribal Chief
VikingsJarl
ChiefEgyptiansHunsVikings
Attack
40
50Best
50Best
Defense vs infantry
50Best
40
45
Defense vs cavalry
50Best
30
40
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
117,600Best
125,100
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
HunsHun Settler
VikingsViking Settler
SettlerEgyptiansHunsVikings
Attack
0
10Best
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
21,000
20,900Best
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
28,950
27,500

Economy & special mechanics

Economy & special mechanicsEgyptiansHunsVikings
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
16
20Best
18
Merchant throughput (capacity × speed)
12,000
10,000
13,500Best
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
80.6Best
34.7
54.5
Hospital recovery share (%)
40
40
50Best
Wounded storage per hospital level
30
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Makeshift Wall
  • Command Center
  • Big Hospital
  • Barricade

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.

Huns

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

Vikings

Big Hospital

Spartans and Vikings use the Big Hospital instead of the standard Hospital. Its recovery share and storage are larger; it still needs surviving infrastructure and resources to heal troops.

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