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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.EgyptiansHunsSpartansVikingsThree 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.
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.

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).

MilitaryEgyptiansSpartansHuns
Highest attack per combat unitRoyal Chariot
110
Hippeis
195
Elite Rider
230Best
Highest average defense per combat unitRoyal Chariot
135Best
Spartan Rider
105
Elite Rider
77.5
Fastest combat unitChariot
15
Spartan Rider
16Best
Horse Archer
16Best
Largest combat-unit carryRoyal Chariot
70
Spartan Rider
110Best
Steppe Rider
105
Lowest resource cost per attack pointEgyptian Fighter
14
Homoioi
8.37
Horse Archer
7.46Best
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*
EgyptiansSpartansHuns

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.

AxisEgyptiansSpartansHuns
Attack
47.8
84.8
100Best
Defense
100Best
77.8
57.4
Speed
78.9
84.2Best
84.2Best
Logistics
66.7Best
38.9
55.6
Beginner friendliness*
80Best
60
20

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
HunsHun Warrior
Starting infantryEgyptiansSpartansHuns
Attack
10
50Best
35
Defense vs infantry
30
35
40Best
Defense vs cavalry
20
30Best
30Best
Speed (tiles/h)
7Best
6
6
Carry
20
60Best
50
Total resource cost
165Best
440
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
1,700
1,120
Best anti-cavalry infantry available
EgyptiansTemple Guardian
SpartansHomoioi
HunsHun Warrior
Best anti-cavalry infantry availableEgyptiansSpartansHuns
Attack
25
95Best
35
Defense vs infantry
110Best
80
40
Defense vs cavalry
80Best
75
30
Speed (tiles/h)
6Best
5
6Best
Carry
35
50Best
50Best
Total resource cost
650
795
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,760
2,200
1,120Best
Espionage
EgyptiansHorse Scout
SpartansPerioikoi Scout
HunsScout Rider
EspionageEgyptiansSpartansHuns
Attack
0Best
0Best
0Best
Defense vs infantry
20
25Best
20
Defense vs cavalry
10
12Best
10
Speed (tiles/h)
16
16
19Best
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
HunsElite Rider
Offensive cavalryEgyptiansSpartansHuns
Attack
110
195
230Best
Defense vs infantry
120Best
55
90
Defense vs cavalry
150Best
80
65
Speed (tiles/h)
10
9
13Best
Carry
70
80Best
70
Total resource cost
1,800Best
2,315
2,390
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120Best
3,450
3,520
Defensive cavalry
EgyptiansRoyal Chariot
SpartansSpartan Rider
HunsElite Rider
Defensive cavalryEgyptiansSpartansHuns
Attack
110
55
230Best
Defense vs infantry
120Best
120Best
90
Defense vs cavalry
150Best
90
65
Speed (tiles/h)
10
16Best
13
Carry
70
110Best
70
Total resource cost
1,800
1,440Best
2,390
Upkeep (crop/h)
3
2Best
4
Base training (seconds)
3,120
2,600Best
3,520
Ram
EgyptiansRam
SpartansRam
HunsRam
RamEgyptiansSpartansHuns
Attack
55
65Best
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
95Best
85
90
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,995
1,820Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,600
4,400Best
Catapult
EgyptiansCatapult
SpartansCatapult
HunsCatapult
CatapultEgyptiansSpartansHuns
Attack
65Best
60
45
Defense vs infantry
55Best
55Best
55Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,250
3,130
2,910Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
SpartansEphor
HunsTribal Chief
ChiefEgyptiansSpartansHuns
Attack
40
45
50Best
Defense vs infantry
50Best
50Best
40
Defense vs cavalry
50Best
45
30
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
127,730
117,600Best
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
SpartansSpartan Settler
HunsHun Settler
SettlerEgyptiansSpartansHuns
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
21,540
20,900Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
26,900
28,950

Economy & special mechanics

Economy & special mechanicsEgyptiansSpartansHuns
Merchant capacity (resources)
750Best
500
500
Merchant speed (tiles/h)
16
14
20Best
Merchant throughput (capacity × speed)
12,000Best
7,000
10,000
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
73.7
34.7
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
  • Makeshift Wall
  • Command Center

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.

Huns

Command Center

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

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