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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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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.
Romans portrait

Romans

Balanced

For beginners: Intermediate

Strengths

  • Parallel resource-field and village-building construction helps develop infrastructure.
  • Specialist infantry and several cavalry options allow a varied army.
  • The City Wall and Horse Drinking Trough offer distinct development paths.

Weaknesses

  • Parallel queues require enough resources to keep both productive.
  • Heavy cavalry costs substantial resources and crop.
  • A varied roster can tempt you to fund too many plans at once.

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).

MilitaryEgyptiansTeutonsRomans
Highest attack per combat unitRoyal Chariot
110
Teutonic Knight
150
Equites Caesaris
180Best
Highest average defense per combat unitRoyal Chariot
135Best
Paladin
70
Equites Caesaris
92.5
Fastest combat unitChariot
15Best
Paladin
10
Equites Imperatoris
14
Largest combat-unit carryRoyal Chariot
70
Paladin
110Best
Equites Imperatoris
100
Lowest resource cost per attack pointEgyptian Fighter
14
Clubswinger
6.25Best
Imperian
8.57
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*
EgyptiansTeutonsRomans

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.

AxisEgyptiansTeutonsRomans
Attack
47.8
65.2
78.3Best
Defense
100Best
51.9
68.5
Speed
78.9Best
52.6
73.7
Logistics
66.7Best
66.7Best
44.4
Beginner friendliness*
80Best
40
60

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
RomansLegionnaire
Starting infantryEgyptiansTeutonsRomans
Attack
10
40Best
40Best
Defense vs infantry
30
20
35Best
Defense vs cavalry
20
5
50Best
Speed (tiles/h)
7Best
7Best
6
Carry
20
60Best
50
Total resource cost
165Best
250
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
720
1,600
Best anti-cavalry infantry available
EgyptiansTemple Guardian
TeutonsSpearman
RomansLegionnaire
Best anti-cavalry infantry availableEgyptiansTeutonsRomans
Attack
25
10
40Best
Defense vs infantry
110Best
35
35
Defense vs cavalry
80Best
60
50
Speed (tiles/h)
6
7Best
6
Carry
35
40
50Best
Total resource cost
650
340Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,760
1,120Best
1,600
Espionage
EgyptiansHorse Scout
TeutonsScout
RomansEquites Legati
EspionageEgyptiansTeutonsRomans
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
10
20Best
Defense vs cavalry
10Best
5
10Best
Speed (tiles/h)
16Best
9
16Best
Carry
0Best
0Best
0Best
Total resource cost
380
360Best
360Best
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
EgyptiansRoyal Chariot
TeutonsTeutonic Knight
RomansEquites Caesaris
Offensive cavalryEgyptiansTeutonsRomans
Attack
110
150
180Best
Defense vs infantry
120Best
50
80
Defense vs cavalry
150Best
75
105
Speed (tiles/h)
10Best
9
10Best
Carry
70
80Best
70
Total resource cost
1,800
1,525Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120
2,960Best
3,520
Defensive cavalry
EgyptiansRoyal Chariot
TeutonsPaladin
RomansEquites Caesaris
Defensive cavalryEgyptiansTeutonsRomans
Attack
110
55
180Best
Defense vs infantry
120Best
100
80
Defense vs cavalry
150Best
40
105
Speed (tiles/h)
10Best
10Best
10Best
Carry
70
110Best
70
Total resource cost
1,800
1,005Best
2,170
Upkeep (crop/h)
3
2Best
4
Base training (seconds)
3,120
2,400Best
3,520
Ram
EgyptiansRam
TeutonsRam
RomansBattering Ram
RamEgyptiansTeutonsRomans
Attack
55
65Best
60
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
95Best
80
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,720Best
1,830
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,200Best
4,600
Catapult
EgyptiansCatapult
TeutonsCatapult
RomansFire Catapult
CatapultEgyptiansTeutonsRomans
Attack
65
50
75Best
Defense vs infantry
55
60Best
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,250
2,760Best
2,990
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
TeutonsChief
RomansSenator
ChiefEgyptiansTeutonsRomans
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
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700
70,500Best
90,700
Settler
EgyptiansEgyptian Settler
TeutonsSettler
RomansSettler
SettlerEgyptiansTeutonsRomans
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
25,000
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
31,000
26,900

Economy & special mechanics

Economy & special mechanicsEgyptiansTeutonsRomans
Merchant capacity (resources)
750
1,000Best
500
Merchant speed (tiles/h)
16Best
12
16Best
Merchant throughput (capacity × speed)
12,000Best
12,000Best
8,000
Base simultaneous construction jobs
1
1
2Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
80.6Best
48.6
80.6Best
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Earth Wall
  • Brewery
  • City Wall
  • Horse Drinking Trough

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.

Romans

Horse Drinking Trough

The Horse Drinking Trough improves cavalry training. It reduces upkeep by one for Equites Legati at level 10, Equites Imperatoris at level 15, and Equites Caesaris at level 20. The table above shows upkeep before these reductions.

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