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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.EgyptiansThree tribes selected. Remove one to add another.HunsThree 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.
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.
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).

MilitaryGaulsRomansVikings
Highest attack per combat unitHaeduan
140
Equites Caesaris
180Best
Huscarl
165
Highest average defense per combat unitHaeduan
107.5Best
Equites Caesaris
92.5
Huscarl
97.5
Fastest combat unitTheutates Thunder
19Best
Equites Imperatoris
14
Viking Rider
12
Largest combat-unit carryTheutates Thunder
75
Equites Imperatoris
100Best
Viking Rider
90
Lowest resource cost per attack pointSwordsman
8.23
Imperian
8.57
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*
GaulsRomansVikings

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.

AxisGaulsRomansVikings
Attack
60.9
78.3Best
71.7
Defense
79.6Best
68.5
72.2
Speed
100Best
73.7
63.2
Logistics
100Best
44.4
75
Beginner friendliness*
100Best
60
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
RomansLegionnaire
VikingsViking Raider
Starting infantryGaulsRomansVikings
Attack
15
40
45Best
Defense vs infantry
40Best
35
30
Defense vs cavalry
50Best
50Best
15
Speed (tiles/h)
7Best
6
7Best
Carry
35
50
70Best
Total resource cost
315
400
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
1,600
960Best
Best anti-cavalry infantry available
GaulsPhalanx
RomansLegionnaire
VikingsBerserker
Best anti-cavalry infantry availableGaulsRomansVikings
Attack
15
40
105Best
Defense vs infantry
40
35
45Best
Defense vs cavalry
50Best
50Best
30
Speed (tiles/h)
7Best
6
6
Carry
35
50
60Best
Total resource cost
315Best
400
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,040Best
1,600
1,960
Espionage
GaulsPathfinder
RomansEquites Legati
VikingsViking Scout
EspionageGaulsRomansVikings
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
360
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
GaulsHaeduan
RomansEquites Caesaris
VikingsHuscarl
Offensive cavalryGaulsRomansVikings
Attack
140
180Best
165
Defense vs infantry
50
80
95Best
Defense vs cavalry
165Best
105
100
Speed (tiles/h)
13Best
10
10
Carry
65
70
75Best
Total resource cost
1,965Best
2,170
2,105
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,120Best
3,520
3,300
Defensive cavalry
GaulsHaeduan
RomansEquites Caesaris
VikingsHuscarl
Defensive cavalryGaulsRomansVikings
Attack
140
180Best
165
Defense vs infantry
50
80
95Best
Defense vs cavalry
165Best
105
100
Speed (tiles/h)
13Best
10
10
Carry
65
70
75Best
Total resource cost
1,965Best
2,170
2,105
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,120Best
3,520
3,300
Ram
GaulsRam
RomansBattering Ram
VikingsRam
RamGaulsRomansVikings
Attack
50
60
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
105Best
75
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910
1,830Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,600Best
4,700
Catapult
GaulsTrebuchet
RomansFire Catapult
VikingsCatapult
CatapultGaulsRomansVikings
Attack
70
75Best
55
Defense vs infantry
45
60Best
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
2,990Best
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
RomansSenator
VikingsJarl
ChiefGaulsRomansVikings
Attack
40
50Best
50Best
Defense vs infantry
50Best
40
45
Defense vs cavalry
50Best
30
40
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
144,650
140,450
125,100Best
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
GaulsSettler
RomansSettler
VikingsViking Settler
SettlerGaulsRomansVikings
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
23,800
22,600Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
26,900
27,500

Economy & special mechanics

Economy & special mechanicsGaulsRomansVikings
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
24Best
16
18
Merchant throughput (capacity × speed)
18,000Best
8,000
13,500
Base simultaneous construction jobs
1
2Best
1
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
20–25
20–30Best
20–25
Tribe-specific buildings
  • Palisade
  • Trapper
  • City Wall
  • Horse Drinking Trough
  • 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.

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.

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