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CHOOSE YOUR PATH

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.
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.

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).

MilitaryEgyptiansTeutonsSpartans
Highest attack per combat unitRoyal Chariot
110
Teutonic Knight
150
Hippeis
195Best
Highest average defense per combat unitRoyal Chariot
135Best
Paladin
70
Spartan Rider
105
Fastest combat unitChariot
15
Paladin
10
Spartan Rider
16Best
Largest combat-unit carryRoyal Chariot
70
Paladin
110Best
Spartan Rider
110Best
Lowest resource cost per attack pointEgyptian Fighter
14
Clubswinger
6.25Best
Homoioi
8.37
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*
EgyptiansTeutonsSpartans

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.

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

Economy & special mechanics

Economy & special mechanicsEgyptiansTeutonsSpartans
Merchant capacity (resources)
750
1,000Best
500
Merchant speed (tiles/h)
16Best
12
14
Merchant throughput (capacity × speed)
12,000Best
12,000Best
7,000
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
73.7
Hospital recovery share (%)
40
40
50Best
Wounded storage per hospital level
30
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Earth Wall
  • Brewery
  • Defensive Wall
  • Big Hospital

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.

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.

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