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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.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansVikings

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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.
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).

MilitaryEgyptiansSpartansVikings
Highest attack per combat unitRoyal Chariot
110
Hippeis
195Best
Huscarl
165
Highest average defense per combat unitRoyal Chariot
135Best
Spartan Rider
105
Huscarl
97.5
Fastest combat unitChariot
15
Spartan Rider
16Best
Viking Rider
12
Largest combat-unit carryRoyal Chariot
70
Spartan Rider
110Best
Viking Rider
90
Lowest resource cost per attack pointEgyptian Fighter
14
Homoioi
8.37
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*
EgyptiansSpartansVikings

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.

AxisEgyptiansSpartansVikings
Attack
47.8
84.8Best
71.7
Defense
100Best
77.8
72.2
Speed
78.9
84.2Best
63.2
Logistics
66.7
38.9
75Best
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
VikingsViking Raider
Starting infantryEgyptiansSpartansVikings
Attack
10
50Best
45
Defense vs infantry
30
35Best
30
Defense vs cavalry
20
30Best
15
Speed (tiles/h)
7Best
6
7Best
Carry
20
60
70Best
Total resource cost
165Best
440
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
1,700
960
Best anti-cavalry infantry available
EgyptiansTemple Guardian
SpartansHomoioi
VikingsBerserker
Best anti-cavalry infantry availableEgyptiansSpartansVikings
Attack
25
95
105Best
Defense vs infantry
110Best
80
45
Defense vs cavalry
80Best
75
30
Speed (tiles/h)
6Best
5
6Best
Carry
35
50
60Best
Total resource cost
650Best
795
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,760Best
2,200
1,960
Espionage
EgyptiansHorse Scout
SpartansPerioikoi Scout
VikingsViking Scout
EspionageEgyptiansSpartansVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20
25Best
15
Defense vs cavalry
10
12Best
8
Speed (tiles/h)
16Best
16Best
10
Carry
0Best
0Best
0Best
Total resource cost
380
445
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
EgyptiansRoyal Chariot
SpartansHippeis
VikingsHuscarl
Offensive cavalryEgyptiansSpartansVikings
Attack
110
195Best
165
Defense vs infantry
120Best
55
95
Defense vs cavalry
150Best
80
100
Speed (tiles/h)
10Best
9
10Best
Carry
70
80Best
75
Total resource cost
1,800Best
2,315
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,450
3,300
Defensive cavalry
EgyptiansRoyal Chariot
SpartansSpartan Rider
VikingsHuscarl
Defensive cavalryEgyptiansSpartansVikings
Attack
110
55
165Best
Defense vs infantry
120Best
120Best
95
Defense vs cavalry
150Best
90
100
Speed (tiles/h)
10
16Best
10
Carry
70
110Best
75
Total resource cost
1,800
1,440Best
2,105
Upkeep (crop/h)
3
2Best
3
Base training (seconds)
3,120
2,600Best
3,300
Ram
EgyptiansRam
SpartansRam
VikingsRam
RamEgyptiansSpartansVikings
Attack
55
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
95Best
85
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,995
1,940Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,600Best
4,700
Catapult
EgyptiansCatapult
SpartansCatapult
VikingsCatapult
CatapultEgyptiansSpartansVikings
Attack
65Best
60
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
3,130
3,000Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
SpartansEphor
VikingsJarl
ChiefEgyptiansSpartansVikings
Attack
40
45
50Best
Defense vs infantry
50Best
50Best
45
Defense vs cavalry
50Best
45
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
127,730
125,100Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
SpartansSpartan Settler
VikingsViking Settler
SettlerEgyptiansSpartansVikings
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
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
26,900
27,500

Economy & special mechanics

Economy & special mechanicsEgyptiansSpartansVikings
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
16
14
18Best
Merchant throughput (capacity × speed)
12,000
7,000
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
73.7
54.5
Hospital recovery share (%)
40
50Best
50Best
Wounded storage per hospital level
30
60Best
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Defensive Wall
  • Big Hospital
  • 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.

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.

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