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CHOOSE YOUR PATH

Compare the tribes

Seven paths. Different strengths. Make your choice with the numbers in front of you.

Choose 2 or 3 tribes

GaulsThree tribes selected. Remove one to add another.RomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansVikings

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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.
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).

MilitaryEgyptiansVikingsSpartans
Highest attack per combat unitRoyal Chariot
110
Huscarl
165
Hippeis
195Best
Highest average defense per combat unitRoyal Chariot
135Best
Huscarl
97.5
Spartan Rider
105
Fastest combat unitChariot
15
Viking Rider
12
Spartan Rider
16Best
Largest combat-unit carryRoyal Chariot
70
Viking Rider
90
Spartan Rider
110Best
Lowest resource cost per attack pointEgyptian Fighter
14
Viking Raider
6.44Best
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*
EgyptiansVikingsSpartans

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.

AxisEgyptiansVikingsSpartans
Attack
47.8
71.7
84.8Best
Defense
100Best
72.2
77.8
Speed
78.9
63.2
84.2Best
Logistics
66.7
75Best
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
VikingsViking Raider
SpartansSpartan Hoplite
Starting infantryEgyptiansVikingsSpartans
Attack
10
45
50Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
20
15
30Best
Speed (tiles/h)
7Best
7Best
6
Carry
20
70Best
60
Total resource cost
165Best
290
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
640Best
960
1,700
Best anti-cavalry infantry available
EgyptiansTemple Guardian
VikingsBerserker
SpartansHomoioi
Best anti-cavalry infantry availableEgyptiansVikingsSpartans
Attack
25
105Best
95
Defense vs infantry
110Best
45
80
Defense vs cavalry
80Best
30
75
Speed (tiles/h)
6Best
6Best
5
Carry
35
60Best
50
Total resource cost
650Best
840
795
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,760Best
1,960
2,200
Espionage
EgyptiansHorse Scout
VikingsViking Scout
SpartansPerioikoi Scout
EspionageEgyptiansVikingsSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
20
15
25Best
Defense vs cavalry
10
8
12Best
Speed (tiles/h)
16Best
10
16Best
Carry
0Best
0Best
0Best
Total resource cost
380
355Best
445
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
EgyptiansRoyal Chariot
VikingsHuscarl
SpartansHippeis
Offensive cavalryEgyptiansVikingsSpartans
Attack
110
165
195Best
Defense vs infantry
120Best
95
55
Defense vs cavalry
150Best
100
80
Speed (tiles/h)
10Best
10Best
9
Carry
70
75
80Best
Total resource cost
1,800Best
2,105
2,315
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,300
3,450
Defensive cavalry
EgyptiansRoyal Chariot
VikingsHuscarl
SpartansSpartan Rider
Defensive cavalryEgyptiansVikingsSpartans
Attack
110
165Best
55
Defense vs infantry
120Best
95
120Best
Defense vs cavalry
150Best
100
90
Speed (tiles/h)
10
10
16Best
Carry
70
75
110Best
Total resource cost
1,800
2,105
1,440Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,120
3,300
2,600Best
Ram
EgyptiansRam
VikingsRam
SpartansRam
RamEgyptiansVikingsSpartans
Attack
55
65Best
65Best
Defense vs infantry
30
35Best
30
Defense vs cavalry
95Best
80
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,990
1,940Best
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,800
4,700
4,600Best
Catapult
EgyptiansCatapult
VikingsCatapult
SpartansCatapult
CatapultEgyptiansVikingsSpartans
Attack
65Best
55
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
3,000Best
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
EgyptiansNomarch
VikingsJarl
SpartansEphor
ChiefEgyptiansVikingsSpartans
Attack
40
50Best
45
Defense vs infantry
50Best
45
50Best
Defense vs cavalry
50Best
40
45
Speed (tiles/h)
4
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
160,000
125,100Best
127,730
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
EgyptiansEgyptian Settler
VikingsViking Settler
SpartansSpartan Settler
SettlerEgyptiansVikingsSpartans
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
22,600
21,540
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
24,800Best
27,500
26,900

Economy & special mechanics

Economy & special mechanicsEgyptiansVikingsSpartans
Merchant capacity (resources)
750Best
750Best
500
Merchant speed (tiles/h)
16
18Best
14
Merchant throughput (capacity × speed)
12,000
13,500Best
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
54.5
73.7
Hospital recovery share (%)
40
50Best
50Best
Wounded storage per hospital level
30
60Best
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Stone Wall
  • Waterworks
  • Big Hospital
  • Barricade
  • 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.

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.

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