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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.SpartansThree tribes selected. Remove one to add another.Vikings

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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.
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).

MilitaryEgyptiansTeutonsVikings
Highest attack per combat unitRoyal Chariot
110
Teutonic Knight
150
Huscarl
165Best
Highest average defense per combat unitRoyal Chariot
135Best
Paladin
70
Huscarl
97.5
Fastest combat unitChariot
15Best
Paladin
10
Viking Rider
12
Largest combat-unit carryRoyal Chariot
70
Paladin
110Best
Viking Rider
90
Lowest resource cost per attack pointEgyptian Fighter
14
Clubswinger
6.25Best
Viking Raider
6.44
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*
EgyptiansTeutonsVikings

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.

AxisEgyptiansTeutonsVikings
Attack
47.8
65.2
71.7Best
Defense
100Best
51.9
72.2
Speed
78.9Best
52.6
63.2
Logistics
66.7
66.7
75Best
Beginner friendliness*
80Best
40
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
TeutonsClubswinger
VikingsViking Raider
Starting infantryEgyptiansTeutonsVikings
Attack
10
40
45Best
Defense vs infantry
30Best
20
30Best
Defense vs cavalry
20Best
5
15
Speed (tiles/h)
7Best
7Best
7Best
Carry
20
60
70Best
Total resource cost
165Best
250
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
720
960
Best anti-cavalry infantry available
EgyptiansTemple Guardian
TeutonsSpearman
VikingsBerserker
Best anti-cavalry infantry availableEgyptiansTeutonsVikings
Attack
25
10
105Best
Defense vs infantry
110Best
35
45
Defense vs cavalry
80Best
60
30
Speed (tiles/h)
6
7Best
6
Carry
35
40
60Best
Total resource cost
650
340Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,760
1,120Best
1,960
Espionage
EgyptiansHorse Scout
TeutonsScout
VikingsViking Scout
EspionageEgyptiansTeutonsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
10
15
Defense vs cavalry
10Best
5
8
Speed (tiles/h)
16Best
9
10
Carry
0Best
0Best
0Best
Total resource cost
380
360
355Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,360
1,120Best
1,120Best
Offensive cavalry
EgyptiansRoyal Chariot
TeutonsTeutonic Knight
VikingsHuscarl
Offensive cavalryEgyptiansTeutonsVikings
Attack
110
150
165Best
Defense vs infantry
120Best
50
95
Defense vs cavalry
150Best
75
100
Speed (tiles/h)
10Best
9
10Best
Carry
70
80Best
75
Total resource cost
1,800
1,525Best
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120
2,960Best
3,300
Defensive cavalry
EgyptiansRoyal Chariot
TeutonsPaladin
VikingsHuscarl
Defensive cavalryEgyptiansTeutonsVikings
Attack
110
55
165Best
Defense vs infantry
120Best
100
95
Defense vs cavalry
150Best
40
100
Speed (tiles/h)
10Best
10Best
10Best
Carry
70
110Best
75
Total resource cost
1,800
1,005Best
2,105
Upkeep (crop/h)
3
2Best
3
Base training (seconds)
3,120
2,400Best
3,300
Ram
EgyptiansRam
TeutonsRam
VikingsRam
RamEgyptiansTeutonsVikings
Attack
55
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
95Best
80
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,720Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,200Best
4,700
Catapult
EgyptiansCatapult
TeutonsCatapult
VikingsCatapult
CatapultEgyptiansTeutonsVikings
Attack
65Best
50
55
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
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
TeutonsChief
VikingsJarl
ChiefEgyptiansTeutonsVikings
Attack
40
40
50Best
Defense vs infantry
50
60Best
45
Defense vs cavalry
50Best
40
40
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
114,300Best
125,100
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
70,500Best
90,700
Settler
EgyptiansEgyptian Settler
TeutonsSettler
VikingsViking Settler
SettlerEgyptiansTeutonsVikings
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
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
31,000
27,500

Economy & special mechanics

Economy & special mechanicsEgyptiansTeutonsVikings
Merchant capacity (resources)
750
1,000Best
750
Merchant speed (tiles/h)
16
12
18Best
Merchant throughput (capacity × speed)
12,000
12,000
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
48.6
54.5
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
  • 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.

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.

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