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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

GaulsRomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsSpartansThree tribes selected. Remove one to add another.VikingsThree tribes selected. Remove one to add another.

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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.
Huns portrait

Huns

Offense

For beginners: Demanding

Strengths

  • Four combat cavalry choices offer several offensive options.
  • Elite Riders carry the highest attack value in this seven-tribe roster.
  • The Command Center provides the Hun route to expansion.

Weaknesses

  • The Makeshift Wall has the smallest troop multiplier of the seven walls.
  • Cavalry development requires a substantial resource and crop commitment.
  • A single combat infantry type limits infantry specialisation.

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).

MilitaryGaulsEgyptiansHuns
Highest attack per combat unitHaeduan
140
Royal Chariot
110
Elite Rider
230Best
Highest average defense per combat unitHaeduan
107.5
Royal Chariot
135Best
Elite Rider
77.5
Fastest combat unitTheutates Thunder
19Best
Chariot
15
Horse Archer
16
Largest combat-unit carryTheutates Thunder
75
Royal Chariot
70
Steppe Rider
105Best
Lowest resource cost per attack pointSwordsman
8.23
Egyptian Fighter
14
Horse Archer
7.46Best
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*
GaulsEgyptiansHuns

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.

AxisGaulsEgyptiansHuns
Attack
60.9
47.8
100Best
Defense
79.6
100Best
57.4
Speed
100Best
78.9
84.2
Logistics
100Best
66.7
55.6
Beginner friendliness*
100Best
80
20

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
HunsHun Warrior
Starting infantryGaulsEgyptiansHuns
Attack
15
10
35Best
Defense vs infantry
40Best
30
40Best
Defense vs cavalry
50Best
20
30
Speed (tiles/h)
7Best
7Best
6
Carry
35
20
50Best
Total resource cost
315
165Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
640Best
1,120
Best anti-cavalry infantry available
GaulsPhalanx
EgyptiansTemple Guardian
HunsHun Warrior
Best anti-cavalry infantry availableGaulsEgyptiansHuns
Attack
15
25
35Best
Defense vs infantry
40
110Best
40
Defense vs cavalry
50
80Best
30
Speed (tiles/h)
7Best
6
6
Carry
35
35
50Best
Total resource cost
315
650
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040Best
1,760
1,120
Espionage
GaulsPathfinder
EgyptiansHorse Scout
HunsScout Rider
EspionageGaulsEgyptiansHuns
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
20Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
17
16
19Best
Carry
0Best
0Best
0Best
Total resource cost
380Best
380Best
380Best
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
HunsElite Rider
Offensive cavalryGaulsEgyptiansHuns
Attack
140
110
230Best
Defense vs infantry
50
120Best
90
Defense vs cavalry
165Best
150
65
Speed (tiles/h)
13Best
10
13Best
Carry
65
70Best
70Best
Total resource cost
1,965
1,800Best
2,390
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120Best
3,120Best
3,520
Defensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
HunsElite Rider
Defensive cavalryGaulsEgyptiansHuns
Attack
140
110
230Best
Defense vs infantry
50
120Best
90
Defense vs cavalry
165Best
150
65
Speed (tiles/h)
13Best
10
13Best
Carry
65
70Best
70Best
Total resource cost
1,965
1,800Best
2,390
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120Best
3,120Best
3,520
Ram
GaulsRam
EgyptiansRam
HunsRam
RamGaulsEgyptiansHuns
Attack
50
55
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
105Best
95
90
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910
1,990
1,820Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,800
4,400Best
Catapult
GaulsTrebuchet
EgyptiansCatapult
HunsCatapult
CatapultGaulsEgyptiansHuns
Attack
70Best
65
45
Defense vs infantry
45
55Best
55Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
3,250
2,910Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
EgyptiansNomarch
HunsTribal Chief
ChiefGaulsEgyptiansHuns
Attack
40
40
50Best
Defense vs infantry
50Best
50Best
40
Defense vs cavalry
50Best
50Best
30
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
144,650
160,000
117,600Best
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
GaulsSettler
EgyptiansEgyptian Settler
HunsHun Settler
SettlerGaulsEgyptiansHuns
Attack
0
0
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
22,700
21,000
20,900Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
24,800
28,950

Economy & special mechanics

Economy & special mechanicsGaulsEgyptiansHuns
Merchant capacity (resources)
750Best
750Best
500
Merchant speed (tiles/h)
24Best
16
20
Merchant throughput (capacity × speed)
18,000Best
12,000
10,000
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
2,000Best
1,000
1,000
Wall troop bonus, level 20 (%)
63.9
80.6Best
34.7
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Palisade
  • Trapper
  • Stone Wall
  • Waterworks
  • Makeshift Wall
  • Command Center

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.

Huns

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

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