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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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GaulsRomansTeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansThree 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.
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).

MilitaryGaulsEgyptiansRomans
Highest attack per combat unitHaeduan
140
Royal Chariot
110
Equites Caesaris
180Best
Highest average defense per combat unitHaeduan
107.5
Royal Chariot
135Best
Equites Caesaris
92.5
Fastest combat unitTheutates Thunder
19Best
Chariot
15
Equites Imperatoris
14
Largest combat-unit carryTheutates Thunder
75
Royal Chariot
70
Equites Imperatoris
100Best
Lowest resource cost per attack pointSwordsman
8.23Best
Egyptian Fighter
14
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*
GaulsEgyptiansRomans

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.

AxisGaulsEgyptiansRomans
Attack
60.9
47.8
78.3Best
Defense
79.6
100Best
68.5
Speed
100Best
78.9
73.7
Logistics
100Best
66.7
44.4
Beginner friendliness*
100Best
80
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
GaulsPhalanx
EgyptiansArmed Slave
RomansLegionnaire
Starting infantryGaulsEgyptiansRomans
Attack
15
10
40Best
Defense vs infantry
40Best
30
35
Defense vs cavalry
50Best
20
50Best
Speed (tiles/h)
7Best
7Best
6
Carry
35
20
50Best
Total resource cost
315
165Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
640Best
1,600
Best anti-cavalry infantry available
GaulsPhalanx
EgyptiansTemple Guardian
RomansLegionnaire
Best anti-cavalry infantry availableGaulsEgyptiansRomans
Attack
15
25
40Best
Defense vs infantry
40
110Best
35
Defense vs cavalry
50
80Best
50
Speed (tiles/h)
7Best
6
6
Carry
35
35
50Best
Total resource cost
315Best
650
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040Best
1,760
1,600
Espionage
GaulsPathfinder
EgyptiansHorse Scout
RomansEquites Legati
EspionageGaulsEgyptiansRomans
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
20Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
17Best
16
16
Carry
0Best
0Best
0Best
Total resource cost
380
380
360Best
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
RomansEquites Caesaris
Offensive cavalryGaulsEgyptiansRomans
Attack
140
110
180Best
Defense vs infantry
50
120Best
80
Defense vs cavalry
165Best
150
105
Speed (tiles/h)
13Best
10
10
Carry
65
70Best
70Best
Total resource cost
1,965
1,800Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120Best
3,120Best
3,520
Defensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
RomansEquites Caesaris
Defensive cavalryGaulsEgyptiansRomans
Attack
140
110
180Best
Defense vs infantry
50
120Best
80
Defense vs cavalry
165Best
150
105
Speed (tiles/h)
13Best
10
10
Carry
65
70Best
70Best
Total resource cost
1,965
1,800Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,120Best
3,120Best
3,520
Ram
GaulsRam
EgyptiansRam
RomansBattering Ram
RamGaulsEgyptiansRomans
Attack
50
55
60Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
105Best
95
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910
1,990
1,830Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,800
4,600Best
Catapult
GaulsTrebuchet
EgyptiansCatapult
RomansFire Catapult
CatapultGaulsEgyptiansRomans
Attack
70
65
75Best
Defense vs infantry
45
55
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
3,250
2,990Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
EgyptiansNomarch
RomansSenator
ChiefGaulsEgyptiansRomans
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
140,450Best
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
GaulsSettler
EgyptiansEgyptian Settler
RomansSettler
SettlerGaulsEgyptiansRomans
Attack
0Best
0Best
0Best
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
21,000Best
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
24,800
26,900

Economy & special mechanics

Economy & special mechanicsGaulsEgyptiansRomans
Merchant capacity (resources)
750Best
750Best
500
Merchant speed (tiles/h)
24Best
16
16
Merchant throughput (capacity × speed)
18,000Best
12,000
8,000
Base simultaneous construction jobs
1
1
2Best
Cranny protection, level 10 (each resource)
2,000Best
1,000
1,000
Wall troop bonus, level 20 (%)
63.9
80.6Best
80.6Best
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Palisade
  • Trapper
  • Stone Wall
  • Waterworks
  • 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.

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.

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