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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.TeutonsEgyptiansHunsSpartansThree tribes selected. Remove one to add another.VikingsThree 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.
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.
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).

MilitaryEgyptiansTeutonsHuns
Highest attack per combat unitRoyal Chariot
110
Teutonic Knight
150
Elite Rider
230Best
Highest average defense per combat unitRoyal Chariot
135Best
Paladin
70
Elite Rider
77.5
Fastest combat unitChariot
15
Paladin
10
Horse Archer
16Best
Largest combat-unit carryRoyal Chariot
70
Paladin
110Best
Steppe Rider
105
Lowest resource cost per attack pointEgyptian Fighter
14
Clubswinger
6.25Best
Horse Archer
7.46
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*
EgyptiansTeutonsHuns

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.

AxisEgyptiansTeutonsHuns
Attack
47.8
65.2
100Best
Defense
100Best
51.9
57.4
Speed
78.9
52.6
84.2Best
Logistics
66.7Best
66.7Best
55.6
Beginner friendliness*
80Best
40
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
TeutonsClubswinger
HunsHun Warrior
Starting infantryEgyptiansTeutonsHuns
Attack
10
40Best
35
Defense vs infantry
30
20
40Best
Defense vs cavalry
20
5
30Best
Speed (tiles/h)
7Best
7Best
6
Carry
20
60Best
50
Total resource cost
165Best
250
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
720
1,120
Best anti-cavalry infantry available
EgyptiansTemple Guardian
TeutonsSpearman
HunsHun Warrior
Best anti-cavalry infantry availableEgyptiansTeutonsHuns
Attack
25
10
35Best
Defense vs infantry
110Best
35
40
Defense vs cavalry
80Best
60
30
Speed (tiles/h)
6
7Best
6
Carry
35
40
50Best
Total resource cost
650
340
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,760
1,120Best
1,120Best
Espionage
EgyptiansHorse Scout
TeutonsScout
HunsScout Rider
EspionageEgyptiansTeutonsHuns
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
10
20Best
Defense vs cavalry
10Best
5
10Best
Speed (tiles/h)
16
9
19Best
Carry
0Best
0Best
0Best
Total resource cost
380
360Best
380
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
EgyptiansRoyal Chariot
TeutonsTeutonic Knight
HunsElite Rider
Offensive cavalryEgyptiansTeutonsHuns
Attack
110
150
230Best
Defense vs infantry
120Best
50
90
Defense vs cavalry
150Best
75
65
Speed (tiles/h)
10
9
13Best
Carry
70
80Best
70
Total resource cost
1,800
1,525Best
2,390
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120
2,960Best
3,520
Defensive cavalry
EgyptiansRoyal Chariot
TeutonsPaladin
HunsElite Rider
Defensive cavalryEgyptiansTeutonsHuns
Attack
110
55
230Best
Defense vs infantry
120Best
100
90
Defense vs cavalry
150Best
40
65
Speed (tiles/h)
10
10
13Best
Carry
70
110Best
70
Total resource cost
1,800
1,005Best
2,390
Upkeep (crop/h)
3
2Best
4
Base training (seconds)
3,120
2,400Best
3,520
Ram
EgyptiansRam
TeutonsRam
HunsRam
RamEgyptiansTeutonsHuns
Attack
55
65Best
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
95Best
80
90
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,720Best
1,820
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,200Best
4,400
Catapult
EgyptiansCatapult
TeutonsCatapult
HunsCatapult
CatapultEgyptiansTeutonsHuns
Attack
65Best
50
45
Defense vs infantry
55
60Best
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,250
2,760Best
2,910
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
TeutonsChief
HunsTribal Chief
ChiefEgyptiansTeutonsHuns
Attack
40
40
50Best
Defense vs infantry
50
60Best
40
Defense vs cavalry
50Best
40
30
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
114,300Best
117,600
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700
70,500Best
90,700
Settler
EgyptiansEgyptian Settler
TeutonsSettler
HunsHun Settler
SettlerEgyptiansTeutonsHuns
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
25,000
20,900Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
31,000
28,950

Economy & special mechanics

Economy & special mechanicsEgyptiansTeutonsHuns
Merchant capacity (resources)
750
1,000Best
500
Merchant speed (tiles/h)
16
12
20Best
Merchant throughput (capacity × speed)
12,000Best
12,000Best
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
48.6
34.7
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Earth Wall
  • Brewery
  • 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.

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.

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