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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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GaulsThree tribes selected. Remove one to add another.RomansThree tribes selected. Remove one to add another.TeutonsEgyptiansHunsThree 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.
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).

MilitaryEgyptiansSpartansTeutons
Highest attack per combat unitRoyal Chariot
110
Hippeis
195Best
Teutonic Knight
150
Highest average defense per combat unitRoyal Chariot
135Best
Spartan Rider
105
Paladin
70
Fastest combat unitChariot
15
Spartan Rider
16Best
Paladin
10
Largest combat-unit carryRoyal Chariot
70
Spartan Rider
110Best
Paladin
110Best
Lowest resource cost per attack pointEgyptian Fighter
14
Homoioi
8.37
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*
EgyptiansSpartansTeutons

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.

AxisEgyptiansSpartansTeutons
Attack
47.8
84.8Best
65.2
Defense
100Best
77.8
51.9
Speed
78.9
84.2Best
52.6
Logistics
66.7Best
38.9
66.7Best
Beginner friendliness*
80Best
60
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
SpartansSpartan Hoplite
TeutonsClubswinger
Starting infantryEgyptiansSpartansTeutons
Attack
10
50Best
40
Defense vs infantry
30
35Best
20
Defense vs cavalry
20
30Best
5
Speed (tiles/h)
7Best
6
7Best
Carry
20
60Best
60Best
Total resource cost
165Best
440
250
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
1,700
720
Best anti-cavalry infantry available
EgyptiansTemple Guardian
SpartansHomoioi
TeutonsSpearman
Best anti-cavalry infantry availableEgyptiansSpartansTeutons
Attack
25
95Best
10
Defense vs infantry
110Best
80
35
Defense vs cavalry
80Best
75
60
Speed (tiles/h)
6
5
7Best
Carry
35
50Best
40
Total resource cost
650
795
340Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,760
2,200
1,120Best
Espionage
EgyptiansHorse Scout
SpartansPerioikoi Scout
TeutonsScout
EspionageEgyptiansSpartansTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
20
25Best
10
Defense vs cavalry
10
12Best
5
Speed (tiles/h)
16Best
16Best
9
Carry
0Best
0Best
0Best
Total resource cost
380
445
360Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
EgyptiansRoyal Chariot
SpartansHippeis
TeutonsTeutonic Knight
Offensive cavalryEgyptiansSpartansTeutons
Attack
110
195Best
150
Defense vs infantry
120Best
55
50
Defense vs cavalry
150Best
80
75
Speed (tiles/h)
10Best
9
9
Carry
70
80Best
80Best
Total resource cost
1,800
2,315
1,525Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120
3,450
2,960Best
Defensive cavalry
EgyptiansRoyal Chariot
SpartansSpartan Rider
TeutonsPaladin
Defensive cavalryEgyptiansSpartansTeutons
Attack
110Best
55
55
Defense vs infantry
120Best
120Best
100
Defense vs cavalry
150Best
90
40
Speed (tiles/h)
10
16Best
10
Carry
70
110Best
110Best
Total resource cost
1,800
1,440
1,005Best
Upkeep (crop/h)
3
2Best
2Best
Base training (seconds)
3,120
2,600
2,400Best
Ram
EgyptiansRam
SpartansRam
TeutonsRam
RamEgyptiansSpartansTeutons
Attack
55
65Best
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
95Best
85
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,995
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,600
4,200Best
Catapult
EgyptiansCatapult
SpartansCatapult
TeutonsCatapult
CatapultEgyptiansSpartansTeutons
Attack
65Best
60
50
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
3,130
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
SpartansEphor
TeutonsChief
ChiefEgyptiansSpartansTeutons
Attack
40
45Best
40
Defense vs infantry
50
50
60Best
Defense vs cavalry
50Best
45
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
127,730
114,300Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
EgyptiansEgyptian Settler
SpartansSpartan Settler
TeutonsSettler
SettlerEgyptiansSpartansTeutons
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
21,000Best
21,540
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
26,900
31,000

Economy & special mechanics

Economy & special mechanicsEgyptiansSpartansTeutons
Merchant capacity (resources)
750
500
1,000Best
Merchant speed (tiles/h)
16Best
14
12
Merchant throughput (capacity × speed)
12,000Best
7,000
12,000Best
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
48.6
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
  • 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.

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.

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