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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

GaulsKeep at least two tribes selectedRomansTeutonsEgyptiansKeep at least two tribes selectedHunsSpartansVikings

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Overview

Gauls portrait

Gauls

Defense

For beginners: Approachable

Strengths

  • The Phalanx offers a practical defensive foundation.
  • Theutates Thunder gives this roster a fast raiding option.
  • Enhanced Cranny protection and the Trapper support a guarded opening.

Weaknesses

  • Starting infantry has low attack power.
  • Fast cavalry still needs research, infrastructure and resources.
  • Traps and protected resources do not replace an army or allies.
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.

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).

MilitaryGaulsEgyptians
Highest attack per combat unitHaeduan
140Best
Royal Chariot
110
Highest average defense per combat unitHaeduan
107.5
Royal Chariot
135Best
Fastest combat unitTheutates Thunder
19Best
Chariot
15
Largest combat-unit carryTheutates Thunder
75Best
Royal Chariot
70
Lowest resource cost per attack pointSwordsman
8.23Best
Egyptian Fighter
14
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*
GaulsEgyptians

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.

AxisGaulsEgyptians
Attack
60.9Best
47.8
Defense
79.6
100Best
Speed
100Best
78.9
Logistics
100Best
66.7
Beginner friendliness*
100Best
80

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
GaulsPhalanx
EgyptiansArmed Slave
Starting infantryGaulsEgyptians
Attack
15Best
10
Defense vs infantry
40Best
30
Defense vs cavalry
50Best
20
Speed (tiles/h)
7Best
7Best
Carry
35Best
20
Total resource cost
315
165Best
Upkeep (crop/h)
1Best
1Best
Base training (seconds)
1,040
640Best
Best anti-cavalry infantry available
GaulsPhalanx
EgyptiansTemple Guardian
Best anti-cavalry infantry availableGaulsEgyptians
Attack
15
25Best
Defense vs infantry
40
110Best
Defense vs cavalry
50
80Best
Speed (tiles/h)
7Best
6
Carry
35Best
35Best
Total resource cost
315Best
650
Upkeep (crop/h)
1Best
1Best
Base training (seconds)
1,040Best
1,760
Espionage
GaulsPathfinder
EgyptiansHorse Scout
EspionageGaulsEgyptians
Attack
0Best
0Best
Defense vs infantry
20Best
20Best
Defense vs cavalry
10Best
10Best
Speed (tiles/h)
17Best
16
Carry
0Best
0Best
Total resource cost
380Best
380Best
Upkeep (crop/h)
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
Offensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
Offensive cavalryGaulsEgyptians
Attack
140Best
110
Defense vs infantry
50
120Best
Defense vs cavalry
165Best
150
Speed (tiles/h)
13Best
10
Carry
65
70Best
Total resource cost
1,965
1,800Best
Upkeep (crop/h)
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
Defensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
Defensive cavalryGaulsEgyptians
Attack
140Best
110
Defense vs infantry
50
120Best
Defense vs cavalry
165Best
150
Speed (tiles/h)
13Best
10
Carry
65
70Best
Total resource cost
1,965
1,800Best
Upkeep (crop/h)
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
Ram
GaulsRam
EgyptiansRam
RamGaulsEgyptians
Attack
50
55Best
Defense vs infantry
30Best
30Best
Defense vs cavalry
105Best
95
Speed (tiles/h)
4Best
4Best
Carry
0Best
0Best
Total resource cost
1,910Best
1,990
Upkeep (crop/h)
3Best
3Best
Base training (seconds)
5,000
4,800Best
Catapult
GaulsTrebuchet
EgyptiansCatapult
CatapultGaulsEgyptians
Attack
70Best
65
Defense vs infantry
45
55Best
Defense vs cavalry
10Best
10Best
Speed (tiles/h)
3Best
3Best
Carry
0Best
0Best
Total resource cost
3,130Best
3,250
Upkeep (crop/h)
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
Chief
GaulsChieftain
EgyptiansNomarch
ChiefGaulsEgyptians
Attack
40Best
40Best
Defense vs infantry
50Best
50Best
Defense vs cavalry
50Best
50Best
Speed (tiles/h)
4Best
4Best
Carry
0Best
0Best
Total resource cost
144,650Best
160,000
Upkeep (crop/h)
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
Settler
GaulsSettler
EgyptiansEgyptian Settler
SettlerGaulsEgyptians
Attack
0Best
0Best
Defense vs infantry
80Best
80Best
Defense vs cavalry
80Best
80Best
Speed (tiles/h)
5Best
5Best
Carry
3,000Best
3,000Best
Total resource cost
22,700
21,000Best
Upkeep (crop/h)
1Best
1Best
Base training (seconds)
22,700Best
24,800

Economy & special mechanics

Economy & special mechanicsGaulsEgyptians
Merchant capacity (resources)
750Best
750Best
Merchant speed (tiles/h)
24Best
16
Merchant throughput (capacity × speed)
18,000Best
12,000
Base simultaneous construction jobs
1Best
1Best
Cranny protection, level 10 (each resource)
2,000Best
1,000
Wall troop bonus, level 20 (%)
63.9
80.6Best
Hospital recovery share (%)
40Best
40Best
Wounded storage per hospital level
30Best
30Best
Base chief loyalty reduction
20–25Best
20–25Best
Tribe-specific buildings
  • Palisade
  • Trapper
  • Stone Wall
  • Waterworks

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.

Gauls

Trapper

The Trapper captures attacking troops in available traps. It is a defensive tool to support your army and diplomacy.

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.

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