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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.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansThree tribes selected. Remove one to add another.Vikings

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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.
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.

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).

MilitaryGaulsEgyptiansVikings
Highest attack per combat unitHaeduan
140
Royal Chariot
110
Huscarl
165Best
Highest average defense per combat unitHaeduan
107.5
Royal Chariot
135Best
Huscarl
97.5
Fastest combat unitTheutates Thunder
19Best
Chariot
15
Viking Rider
12
Largest combat-unit carryTheutates Thunder
75
Royal Chariot
70
Viking Rider
90Best
Lowest resource cost per attack pointSwordsman
8.23
Egyptian Fighter
14
Viking Raider
6.44Best
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*
GaulsEgyptiansVikings

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.

AxisGaulsEgyptiansVikings
Attack
60.9
47.8
71.7Best
Defense
79.6
100Best
72.2
Speed
100Best
78.9
63.2
Logistics
100Best
66.7
75
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
VikingsViking Raider
Starting infantryGaulsEgyptiansVikings
Attack
15
10
45Best
Defense vs infantry
40Best
30
30
Defense vs cavalry
50Best
20
15
Speed (tiles/h)
7Best
7Best
7Best
Carry
35
20
70Best
Total resource cost
315
165Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
640Best
960
Best anti-cavalry infantry available
GaulsPhalanx
EgyptiansTemple Guardian
VikingsBerserker
Best anti-cavalry infantry availableGaulsEgyptiansVikings
Attack
15
25
105Best
Defense vs infantry
40
110Best
45
Defense vs cavalry
50
80Best
30
Speed (tiles/h)
7Best
6
6
Carry
35
35
60Best
Total resource cost
315Best
650
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,040Best
1,760
1,960
Espionage
GaulsPathfinder
EgyptiansHorse Scout
VikingsViking Scout
EspionageGaulsEgyptiansVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
15
Defense vs cavalry
10Best
10Best
8
Speed (tiles/h)
17Best
16
10
Carry
0Best
0Best
0Best
Total resource cost
380
380
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
VikingsHuscarl
Offensive cavalryGaulsEgyptiansVikings
Attack
140
110
165Best
Defense vs infantry
50
120Best
95
Defense vs cavalry
165Best
150
100
Speed (tiles/h)
13Best
10
10
Carry
65
70
75Best
Total resource cost
1,965
1,800Best
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
3,300
Defensive cavalry
GaulsHaeduan
EgyptiansRoyal Chariot
VikingsHuscarl
Defensive cavalryGaulsEgyptiansVikings
Attack
140
110
165Best
Defense vs infantry
50
120Best
95
Defense vs cavalry
165Best
150
100
Speed (tiles/h)
13Best
10
10
Carry
65
70
75Best
Total resource cost
1,965
1,800Best
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,120Best
3,300
Ram
GaulsRam
EgyptiansRam
VikingsRam
RamGaulsEgyptiansVikings
Attack
50
55
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
105Best
95
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910Best
1,990
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,800
4,700Best
Catapult
GaulsTrebuchet
EgyptiansCatapult
VikingsCatapult
CatapultGaulsEgyptiansVikings
Attack
70Best
65
55
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
3,000Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
EgyptiansNomarch
VikingsJarl
ChiefGaulsEgyptiansVikings
Attack
40
40
50Best
Defense vs infantry
50Best
50Best
45
Defense vs cavalry
50Best
50Best
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
144,650
160,000
125,100Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
GaulsSettler
EgyptiansEgyptian Settler
VikingsViking Settler
SettlerGaulsEgyptiansVikings
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
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
24,800
27,500

Economy & special mechanics

Economy & special mechanicsGaulsEgyptiansVikings
Merchant capacity (resources)
750Best
750Best
750Best
Merchant speed (tiles/h)
24Best
16
18
Merchant throughput (capacity × speed)
18,000Best
12,000
13,500
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
54.5
Hospital recovery share (%)
40
40
50Best
Wounded storage per hospital level
30
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Palisade
  • Trapper
  • Stone Wall
  • Waterworks
  • Big Hospital
  • Barricade

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.

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.

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