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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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GaulsRomansThree tribes selected. Remove one to add another.TeutonsEgyptiansHunsThree 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.
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.
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.

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).

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

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.

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

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
TeutonsClubswinger
EgyptiansArmed Slave
Starting infantryGaulsTeutonsEgyptians
Attack
15
40Best
10
Defense vs infantry
40Best
20
30
Defense vs cavalry
50Best
5
20
Speed (tiles/h)
7Best
7Best
7Best
Carry
35
60Best
20
Total resource cost
315
250
165Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
720
640Best
Best anti-cavalry infantry available
GaulsPhalanx
TeutonsSpearman
EgyptiansTemple Guardian
Best anti-cavalry infantry availableGaulsTeutonsEgyptians
Attack
15
10
25Best
Defense vs infantry
40
35
110Best
Defense vs cavalry
50
60
80Best
Speed (tiles/h)
7Best
7Best
6
Carry
35
40Best
35
Total resource cost
315Best
340
650
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040Best
1,120
1,760
Espionage
GaulsPathfinder
TeutonsScout
EgyptiansHorse Scout
EspionageGaulsTeutonsEgyptians
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
10
20Best
Defense vs cavalry
10Best
5
10Best
Speed (tiles/h)
17Best
9
16
Carry
0Best
0Best
0Best
Total resource cost
380
360Best
380
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
GaulsHaeduan
TeutonsTeutonic Knight
EgyptiansRoyal Chariot
Offensive cavalryGaulsTeutonsEgyptians
Attack
140
150Best
110
Defense vs infantry
50
50
120Best
Defense vs cavalry
165Best
75
150
Speed (tiles/h)
13Best
9
10
Carry
65
80Best
70
Total resource cost
1,965
1,525Best
1,800
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120
2,960Best
3,120
Defensive cavalry
GaulsHaeduan
TeutonsPaladin
EgyptiansRoyal Chariot
Defensive cavalryGaulsTeutonsEgyptians
Attack
140Best
55
110
Defense vs infantry
50
100
120Best
Defense vs cavalry
165Best
40
150
Speed (tiles/h)
13Best
10
10
Carry
65
110Best
70
Total resource cost
1,965
1,005Best
1,800
Upkeep (crop/h)
3
2Best
3
Base training (seconds)
3,120
2,400Best
3,120
Ram
GaulsRam
TeutonsRam
EgyptiansRam
RamGaulsTeutonsEgyptians
Attack
50
65Best
55
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
105Best
80
95
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910
1,720Best
1,990
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,200Best
4,800
Catapult
GaulsTrebuchet
TeutonsCatapult
EgyptiansCatapult
CatapultGaulsTeutonsEgyptians
Attack
70Best
50
65
Defense vs infantry
45
60Best
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
2,760Best
3,250
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
TeutonsChief
EgyptiansNomarch
ChiefGaulsTeutonsEgyptians
Attack
40Best
40Best
40Best
Defense vs infantry
50
60Best
50
Defense vs cavalry
50Best
40
50Best
Speed (tiles/h)
4
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
144,650
114,300Best
160,000
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
70,500Best
90,700
Settler
GaulsSettler
TeutonsSettler
EgyptiansEgyptian Settler
SettlerGaulsTeutonsEgyptians
Attack
0
10Best
0
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
25,000
21,000Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
31,000
24,800

Economy & special mechanics

Economy & special mechanicsGaulsTeutonsEgyptians
Merchant capacity (resources)
750
1,000Best
750
Merchant speed (tiles/h)
24Best
12
16
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
48.6
80.6Best
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
  • Earth Wall
  • Brewery
  • Stone Wall
  • Waterworks

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.

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.

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.

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