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

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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.
Spartans portrait

Spartans

Defense

For beginners: Intermediate

Strengths

  • Homoioi combine substantial infantry attack with useful defensive values.
  • Spartan Riders offer strong defense at a high movement speed.
  • The Big Hospital provides a larger recovery share and storage than the standard Hospital.

Weaknesses

  • Several core units require a significant resource investment.
  • Homoioi move slowly compared with the faster infantry options elsewhere.
  • The Big Hospital requires advanced infrastructure and does not prevent losses.
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).

MilitaryGaulsSpartansVikings
Highest attack per combat unitHaeduan
140
Hippeis
195Best
Huscarl
165
Highest average defense per combat unitHaeduan
107.5Best
Spartan Rider
105
Huscarl
97.5
Fastest combat unitTheutates Thunder
19Best
Spartan Rider
16
Viking Rider
12
Largest combat-unit carryTheutates Thunder
75
Spartan Rider
110Best
Viking Rider
90
Lowest resource cost per attack pointSwordsman
8.23
Homoioi
8.37
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*
GaulsSpartansVikings

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.

AxisGaulsSpartansVikings
Attack
60.9
84.8Best
71.7
Defense
79.6Best
77.8
72.2
Speed
100Best
84.2
63.2
Logistics
100Best
38.9
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
SpartansSpartan Hoplite
VikingsViking Raider
Starting infantryGaulsSpartansVikings
Attack
15
50Best
45
Defense vs infantry
40Best
35
30
Defense vs cavalry
50Best
30
15
Speed (tiles/h)
7Best
6
7Best
Carry
35
60
70Best
Total resource cost
315
440
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
1,700
960Best
Best anti-cavalry infantry available
GaulsPhalanx
SpartansHomoioi
VikingsBerserker
Best anti-cavalry infantry availableGaulsSpartansVikings
Attack
15
95
105Best
Defense vs infantry
40
80Best
45
Defense vs cavalry
50
75Best
30
Speed (tiles/h)
7Best
5
6
Carry
35
50
60Best
Total resource cost
315Best
795
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,040Best
2,200
1,960
Espionage
GaulsPathfinder
SpartansPerioikoi Scout
VikingsViking Scout
EspionageGaulsSpartansVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20
25Best
15
Defense vs cavalry
10
12Best
8
Speed (tiles/h)
17Best
16
10
Carry
0Best
0Best
0Best
Total resource cost
380
445
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
GaulsHaeduan
SpartansHippeis
VikingsHuscarl
Offensive cavalryGaulsSpartansVikings
Attack
140
195Best
165
Defense vs infantry
50
55
95Best
Defense vs cavalry
165Best
80
100
Speed (tiles/h)
13Best
9
10
Carry
65
80Best
75
Total resource cost
1,965Best
2,315
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120Best
3,450
3,300
Defensive cavalry
GaulsHaeduan
SpartansSpartan Rider
VikingsHuscarl
Defensive cavalryGaulsSpartansVikings
Attack
140
55
165Best
Defense vs infantry
50
120Best
95
Defense vs cavalry
165Best
90
100
Speed (tiles/h)
13
16Best
10
Carry
65
110Best
75
Total resource cost
1,965
1,440Best
2,105
Upkeep (crop/h)
3
2Best
3
Base training (seconds)
3,120
2,600Best
3,300
Ram
GaulsRam
SpartansRam
VikingsRam
RamGaulsSpartansVikings
Attack
50
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
105Best
85
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910Best
1,995
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,600Best
4,700
Catapult
GaulsTrebuchet
SpartansCatapult
VikingsCatapult
CatapultGaulsSpartansVikings
Attack
70Best
60
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
3,130
3,000Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
SpartansEphor
VikingsJarl
ChiefGaulsSpartansVikings
Attack
40
45
50Best
Defense vs infantry
50Best
50Best
45
Defense vs cavalry
50Best
45
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
144,650
127,730
125,100Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
GaulsSettler
SpartansSpartan Settler
VikingsViking Settler
SettlerGaulsSpartansVikings
Attack
0
10Best
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
21,540Best
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
26,900
27,500

Economy & special mechanics

Economy & special mechanicsGaulsSpartansVikings
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
24Best
14
18
Merchant throughput (capacity × speed)
18,000Best
7,000
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
73.7Best
54.5
Hospital recovery share (%)
40
50Best
50Best
Wounded storage per hospital level
30
60Best
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Palisade
  • Trapper
  • Defensive Wall
  • Big Hospital
  • 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.

Spartans

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.

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