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Compare the tribes

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

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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.
Teutons portrait

Teutons

Offense

For beginners: Demanding

Strengths

  • Clubswingers offer inexpensive attack power and short base training.
  • Spearmen provide an infantry answer to cavalry threats.
  • Large merchant loads support bulk transfers.

Weaknesses

  • Clubswingers have particularly weak defense against cavalry.
  • Merchant journeys are slower than those of the other six tribes.
  • An offensive opening needs attention, information and replacement resources.

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).

MilitaryGaulsEgyptiansTeutons
Highest attack per combat unitHaeduan
140
Royal Chariot
110
Teutonic Knight
150Best
Highest average defense per combat unitHaeduan
107.5
Royal Chariot
135Best
Paladin
70
Fastest combat unitTheutates Thunder
19Best
Chariot
15
Paladin
10
Largest combat-unit carryTheutates Thunder
75
Royal Chariot
70
Paladin
110Best
Lowest resource cost per attack pointSwordsman
8.23
Egyptian Fighter
14
Clubswinger
6.25Best
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*
GaulsEgyptiansTeutons

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.

AxisGaulsEgyptiansTeutons
Attack
60.9
47.8
65.2Best
Defense
79.6
100Best
51.9
Speed
100Best
78.9
52.6
Logistics
100Best
66.7
66.7
Beginner friendliness*
100Best
80
40

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
TeutonsClubswinger
Starting infantryGaulsEgyptiansTeutons
Attack
15
10
40Best
Defense vs infantry
40Best
30
20
Defense vs cavalry
50Best
20
5
Speed (tiles/h)
7Best
7Best
7Best
Carry
35
20
60Best
Total resource cost
315
165Best
250
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
640Best
720
Best anti-cavalry infantry available
GaulsPhalanx
EgyptiansTemple Guardian
TeutonsSpearman
Best anti-cavalry infantry availableGaulsEgyptiansTeutons
Attack
15
25Best
10
Defense vs infantry
40
110Best
35
Defense vs cavalry
50
80Best
60
Speed (tiles/h)
7Best
6
7Best
Carry
35
35
40Best
Total resource cost
315Best
650
340
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040Best
1,760
1,120
Espionage
GaulsPathfinder
EgyptiansHorse Scout
TeutonsScout
EspionageGaulsEgyptiansTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
10
Defense vs cavalry
10Best
10Best
5
Speed (tiles/h)
17Best
16
9
Carry
0Best
0Best
0Best
Total resource cost
380
380
360Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
TeutonsTeutonic Knight
Offensive cavalryGaulsEgyptiansTeutons
Attack
140
110
150Best
Defense vs infantry
50
120Best
50
Defense vs cavalry
165Best
150
75
Speed (tiles/h)
13Best
10
9
Carry
65
70
80Best
Total resource cost
1,965
1,800
1,525Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120
3,120
2,960Best
Defensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
TeutonsPaladin
Defensive cavalryGaulsEgyptiansTeutons
Attack
140Best
110
55
Defense vs infantry
50
120Best
100
Defense vs cavalry
165Best
150
40
Speed (tiles/h)
13Best
10
10
Carry
65
70
110Best
Total resource cost
1,965
1,800
1,005Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,120
3,120
2,400Best
Ram
GaulsRam
EgyptiansRam
TeutonsRam
RamGaulsEgyptiansTeutons
Attack
50
55
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
105Best
95
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910
1,990
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,800
4,200Best
Catapult
GaulsTrebuchet
EgyptiansCatapult
TeutonsCatapult
CatapultGaulsEgyptiansTeutons
Attack
70Best
65
50
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
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
EgyptiansNomarch
TeutonsChief
ChiefGaulsEgyptiansTeutons
Attack
40Best
40Best
40Best
Defense vs infantry
50
50
60Best
Defense vs cavalry
50Best
50Best
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
144,650
160,000
114,300Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
GaulsSettler
EgyptiansEgyptian Settler
TeutonsSettler
SettlerGaulsEgyptiansTeutons
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
21,000Best
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
24,800
31,000

Economy & special mechanics

Economy & special mechanicsGaulsEgyptiansTeutons
Merchant capacity (resources)
750
750
1,000Best
Merchant speed (tiles/h)
24Best
16
12
Merchant throughput (capacity × speed)
18,000Best
12,000
12,000
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
48.6
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
  • Earth Wall
  • Brewery

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.

Teutons

Brewery

While a capital festival is active, the Brewery adds its level-based attack bonus across your villages. It also halves chief persuasion and makes catapult targets random. Plan conquest separately.

Against a Teuton attack, Cranny protection is multiplied by 0.8 in this server’s battle resolution.

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