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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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GaulsThree tribes selected. Remove one to add another.RomansTeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree 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.
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.
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).

MilitaryEgyptiansVikingsRomans
Highest attack per combat unitRoyal Chariot
110
Huscarl
165
Equites Caesaris
180Best
Highest average defense per combat unitRoyal Chariot
135Best
Huscarl
97.5
Equites Caesaris
92.5
Fastest combat unitChariot
15Best
Viking Rider
12
Equites Imperatoris
14
Largest combat-unit carryRoyal Chariot
70
Viking Rider
90
Equites Imperatoris
100Best
Lowest resource cost per attack pointEgyptian Fighter
14
Viking Raider
6.44Best
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*
EgyptiansVikingsRomans

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.

AxisEgyptiansVikingsRomans
Attack
47.8
71.7
78.3Best
Defense
100Best
72.2
68.5
Speed
78.9Best
63.2
73.7
Logistics
66.7
75Best
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
VikingsViking Raider
RomansLegionnaire
Starting infantryEgyptiansVikingsRomans
Attack
10
45Best
40
Defense vs infantry
30
30
35Best
Defense vs cavalry
20
15
50Best
Speed (tiles/h)
7Best
7Best
6
Carry
20
70Best
50
Total resource cost
165Best
290
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
960
1,600
Best anti-cavalry infantry available
EgyptiansTemple Guardian
VikingsBerserker
RomansLegionnaire
Best anti-cavalry infantry availableEgyptiansVikingsRomans
Attack
25
105Best
40
Defense vs infantry
110Best
45
35
Defense vs cavalry
80Best
30
50
Speed (tiles/h)
6Best
6Best
6Best
Carry
35
60Best
50
Total resource cost
650
840
400Best
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,760
1,960
1,600Best
Espionage
EgyptiansHorse Scout
VikingsViking Scout
RomansEquites Legati
EspionageEgyptiansVikingsRomans
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
15
20Best
Defense vs cavalry
10Best
8
10Best
Speed (tiles/h)
16Best
10
16Best
Carry
0Best
0Best
0Best
Total resource cost
380
355Best
360
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
EgyptiansRoyal Chariot
VikingsHuscarl
RomansEquites Caesaris
Offensive cavalryEgyptiansVikingsRomans
Attack
110
165
180Best
Defense vs infantry
120Best
95
80
Defense vs cavalry
150Best
100
105
Speed (tiles/h)
10Best
10Best
10Best
Carry
70
75Best
70
Total resource cost
1,800Best
2,105
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120Best
3,300
3,520
Defensive cavalry
EgyptiansRoyal Chariot
VikingsHuscarl
RomansEquites Caesaris
Defensive cavalryEgyptiansVikingsRomans
Attack
110
165
180Best
Defense vs infantry
120Best
95
80
Defense vs cavalry
150Best
100
105
Speed (tiles/h)
10Best
10Best
10Best
Carry
70
75Best
70
Total resource cost
1,800Best
2,105
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120Best
3,300
3,520
Ram
EgyptiansRam
VikingsRam
RomansBattering Ram
RamEgyptiansVikingsRomans
Attack
55
65Best
60
Defense vs infantry
30
35Best
30
Defense vs cavalry
95Best
80
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,940
1,830Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,700
4,600Best
Catapult
EgyptiansCatapult
VikingsCatapult
RomansFire Catapult
CatapultEgyptiansVikingsRomans
Attack
65
55
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
3,000
2,990Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
VikingsJarl
RomansSenator
ChiefEgyptiansVikingsRomans
Attack
40
50Best
50Best
Defense vs infantry
50Best
45
40
Defense vs cavalry
50Best
40
30
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
160,000
125,100Best
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
VikingsViking Settler
RomansSettler
SettlerEgyptiansVikingsRomans
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
22,600
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
27,500
26,900

Economy & special mechanics

Economy & special mechanicsEgyptiansVikingsRomans
Merchant capacity (resources)
750Best
750Best
500
Merchant speed (tiles/h)
16
18Best
16
Merchant throughput (capacity × speed)
12,000
13,500Best
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
54.5
80.6Best
Hospital recovery share (%)
40
50Best
40
Wounded storage per hospital level
30
60Best
30
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Big Hospital
  • Barricade
  • 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.

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.

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