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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

GaulsRomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansVikingsThree tribes selected. Remove one to add another.

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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.
Spartans portrait

Spartans

Defense

For beginners: Intermediate

Strengths

  • Homoioi combine substantial infantry attack with useful defensive values.
  • Spartan Riders offer strong defense at a high movement speed.
  • The Big Hospital provides a larger recovery share and storage than the standard Hospital.

Weaknesses

  • Several core units require a significant resource investment.
  • Homoioi move slowly compared with the faster infantry options elsewhere.
  • The Big Hospital requires advanced infrastructure and does not prevent losses.
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).

MilitaryEgyptiansSpartansGauls
Highest attack per combat unitRoyal Chariot
110
Hippeis
195Best
Haeduan
140
Highest average defense per combat unitRoyal Chariot
135Best
Spartan Rider
105
Haeduan
107.5
Fastest combat unitChariot
15
Spartan Rider
16
Theutates Thunder
19Best
Largest combat-unit carryRoyal Chariot
70
Spartan Rider
110Best
Theutates Thunder
75
Lowest resource cost per attack pointEgyptian Fighter
14
Homoioi
8.37
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*
EgyptiansSpartansGauls

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.

AxisEgyptiansSpartansGauls
Attack
47.8
84.8Best
60.9
Defense
100Best
77.8
79.6
Speed
78.9
84.2
100Best
Logistics
66.7
38.9
100Best
Beginner friendliness*
80
60
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
SpartansSpartan Hoplite
GaulsPhalanx
Starting infantryEgyptiansSpartansGauls
Attack
10
50Best
15
Defense vs infantry
30
35
40Best
Defense vs cavalry
20
30
50Best
Speed (tiles/h)
7Best
6
7Best
Carry
20
60Best
35
Total resource cost
165Best
440
315
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
1,700
1,040
Best anti-cavalry infantry available
EgyptiansTemple Guardian
SpartansHomoioi
GaulsPhalanx
Best anti-cavalry infantry availableEgyptiansSpartansGauls
Attack
25
95Best
15
Defense vs infantry
110Best
80
40
Defense vs cavalry
80Best
75
50
Speed (tiles/h)
6
5
7Best
Carry
35
50Best
35
Total resource cost
650
795
315Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,760
2,200
1,040Best
Espionage
EgyptiansHorse Scout
SpartansPerioikoi Scout
GaulsPathfinder
EspionageEgyptiansSpartansGauls
Attack
0Best
0Best
0Best
Defense vs infantry
20
25Best
20
Defense vs cavalry
10
12Best
10
Speed (tiles/h)
16
16
17Best
Carry
0Best
0Best
0Best
Total resource cost
380Best
445
380Best
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
EgyptiansRoyal Chariot
SpartansHippeis
GaulsHaeduan
Offensive cavalryEgyptiansSpartansGauls
Attack
110
195Best
140
Defense vs infantry
120Best
55
50
Defense vs cavalry
150
80
165Best
Speed (tiles/h)
10
9
13Best
Carry
70
80Best
65
Total resource cost
1,800Best
2,315
1,965
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,450
3,120Best
Defensive cavalry
EgyptiansRoyal Chariot
SpartansSpartan Rider
GaulsHaeduan
Defensive cavalryEgyptiansSpartansGauls
Attack
110
55
140Best
Defense vs infantry
120Best
120Best
50
Defense vs cavalry
150
90
165Best
Speed (tiles/h)
10
16Best
13
Carry
70
110Best
65
Total resource cost
1,800
1,440Best
1,965
Upkeep (crop/h)
3
2Best
3
Base training (seconds)
3,120
2,600Best
3,120
Ram
EgyptiansRam
SpartansRam
GaulsRam
RamEgyptiansSpartansGauls
Attack
55
65Best
50
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
95
85
105Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,995
1,910Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,600Best
5,000
Catapult
EgyptiansCatapult
SpartansCatapult
GaulsTrebuchet
CatapultEgyptiansSpartansGauls
Attack
65
60
70Best
Defense vs infantry
55Best
55Best
45
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,250
3,130Best
3,130Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
SpartansEphor
GaulsChieftain
ChiefEgyptiansSpartansGauls
Attack
40
45Best
40
Defense vs infantry
50Best
50Best
50Best
Defense vs cavalry
50Best
45
50Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
127,730Best
144,650
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
SpartansSpartan Settler
GaulsSettler
SettlerEgyptiansSpartansGauls
Attack
0
10Best
0
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
21,540
22,700
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800
26,900
22,700Best

Economy & special mechanics

Economy & special mechanicsEgyptiansSpartansGauls
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
16
14
24Best
Merchant throughput (capacity × speed)
12,000
7,000
18,000Best
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
1,000
2,000Best
Wall troop bonus, level 20 (%)
80.6Best
73.7
63.9
Hospital recovery share (%)
40
50Best
40
Wounded storage per hospital level
30
60Best
30
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Defensive Wall
  • Big Hospital
  • 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.

Spartans

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.

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