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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.TeutonsEgyptiansThree 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.
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.
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).

MilitaryGaulsVikingsTeutons
Highest attack per combat unitHaeduan
140
Huscarl
165Best
Teutonic Knight
150
Highest average defense per combat unitHaeduan
107.5Best
Huscarl
97.5
Paladin
70
Fastest combat unitTheutates Thunder
19Best
Viking Rider
12
Paladin
10
Largest combat-unit carryTheutates Thunder
75
Viking Rider
90
Paladin
110Best
Lowest resource cost per attack pointSwordsman
8.23
Viking Raider
6.44
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*
GaulsVikingsTeutons

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.

AxisGaulsVikingsTeutons
Attack
60.9
71.7Best
65.2
Defense
79.6Best
72.2
51.9
Speed
100Best
63.2
52.6
Logistics
100Best
75
66.7
Beginner friendliness*
100Best
40
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
VikingsViking Raider
TeutonsClubswinger
Starting infantryGaulsVikingsTeutons
Attack
15
45Best
40
Defense vs infantry
40Best
30
20
Defense vs cavalry
50Best
15
5
Speed (tiles/h)
7Best
7Best
7Best
Carry
35
70Best
60
Total resource cost
315
290
250Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,040
960
720Best
Best anti-cavalry infantry available
GaulsPhalanx
VikingsBerserker
TeutonsSpearman
Best anti-cavalry infantry availableGaulsVikingsTeutons
Attack
15
105Best
10
Defense vs infantry
40
45Best
35
Defense vs cavalry
50
30
60Best
Speed (tiles/h)
7Best
6
7Best
Carry
35
60Best
40
Total resource cost
315Best
840
340
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,040Best
1,960
1,120
Espionage
GaulsPathfinder
VikingsViking Scout
TeutonsScout
EspionageGaulsVikingsTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
15
10
Defense vs cavalry
10Best
8
5
Speed (tiles/h)
17Best
10
9
Carry
0Best
0Best
0Best
Total resource cost
380
355Best
360
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,360
1,120Best
1,120Best
Offensive cavalry
GaulsHaeduan
VikingsHuscarl
TeutonsTeutonic Knight
Offensive cavalryGaulsVikingsTeutons
Attack
140
165Best
150
Defense vs infantry
50
95Best
50
Defense vs cavalry
165Best
100
75
Speed (tiles/h)
13Best
10
9
Carry
65
75
80Best
Total resource cost
1,965
2,105
1,525Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,120
3,300
2,960Best
Defensive cavalry
GaulsHaeduan
VikingsHuscarl
TeutonsPaladin
Defensive cavalryGaulsVikingsTeutons
Attack
140
165Best
55
Defense vs infantry
50
95
100Best
Defense vs cavalry
165Best
100
40
Speed (tiles/h)
13Best
10
10
Carry
65
75
110Best
Total resource cost
1,965
2,105
1,005Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,120
3,300
2,400Best
Ram
GaulsRam
VikingsRam
TeutonsRam
RamGaulsVikingsTeutons
Attack
50
65Best
65Best
Defense vs infantry
30
35Best
30
Defense vs cavalry
105Best
80
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,910
1,940
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
5,000
4,700
4,200Best
Catapult
GaulsTrebuchet
VikingsCatapult
TeutonsCatapult
CatapultGaulsVikingsTeutons
Attack
70Best
55
50
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
3,000
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
GaulsChieftain
VikingsJarl
TeutonsChief
ChiefGaulsVikingsTeutons
Attack
40
50Best
40
Defense vs infantry
50
45
60Best
Defense vs cavalry
50Best
40
40
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
144,650
125,100
114,300Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
GaulsSettler
VikingsViking Settler
TeutonsSettler
SettlerGaulsVikingsTeutons
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
22,600Best
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
22,700Best
27,500
31,000

Economy & special mechanics

Economy & special mechanicsGaulsVikingsTeutons
Merchant capacity (resources)
750
750
1,000Best
Merchant speed (tiles/h)
24Best
18
12
Merchant throughput (capacity × speed)
18,000Best
13,500
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 (%)
63.9Best
54.5
48.6
Hospital recovery share (%)
40
50Best
40
Wounded storage per hospital level
30
60Best
30
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Palisade
  • Trapper
  • Big Hospital
  • Barricade
  • 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.

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.

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