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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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GaulsThree tribes selected. Remove one to add another.RomansTeutonsThree tribes selected. Remove one to add another.EgyptiansHunsSpartansThree tribes selected. Remove one to add another.VikingsThree tribes selected. Remove one to add another.

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Overview

Huns portrait

Huns

Offense

For beginners: Demanding

Strengths

  • Four combat cavalry choices offer several offensive options.
  • Elite Riders carry the highest attack value in this seven-tribe roster.
  • The Command Center provides the Hun route to expansion.

Weaknesses

  • The Makeshift Wall has the smallest troop multiplier of the seven walls.
  • Cavalry development requires a substantial resource and crop commitment.
  • A single combat infantry type limits infantry specialisation.
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.
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.

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).

MilitaryHunsEgyptiansRomans
Highest attack per combat unitElite Rider
230Best
Royal Chariot
110
Equites Caesaris
180
Highest average defense per combat unitElite Rider
77.5
Royal Chariot
135Best
Equites Caesaris
92.5
Fastest combat unitHorse Archer
16Best
Chariot
15
Equites Imperatoris
14
Largest combat-unit carrySteppe Rider
105Best
Royal Chariot
70
Equites Imperatoris
100
Lowest resource cost per attack pointHorse Archer
7.46Best
Egyptian Fighter
14
Imperian
8.57
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*
HunsEgyptiansRomans

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.

AxisHunsEgyptiansRomans
Attack
100Best
47.8
78.3
Defense
57.4
100Best
68.5
Speed
84.2Best
78.9
73.7
Logistics
55.6
66.7Best
44.4
Beginner friendliness*
20
80Best
60

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
HunsHun Warrior
EgyptiansArmed Slave
RomansLegionnaire
Starting infantryHunsEgyptiansRomans
Attack
35
10
40Best
Defense vs infantry
40Best
30
35
Defense vs cavalry
30
20
50Best
Speed (tiles/h)
6
7Best
6
Carry
50Best
20
50Best
Total resource cost
290
165Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120
640Best
1,600
Best anti-cavalry infantry available
HunsHun Warrior
EgyptiansTemple Guardian
RomansLegionnaire
Best anti-cavalry infantry availableHunsEgyptiansRomans
Attack
35
25
40Best
Defense vs infantry
40
110Best
35
Defense vs cavalry
30
80Best
50
Speed (tiles/h)
6Best
6Best
6Best
Carry
50Best
35
50Best
Total resource cost
290Best
650
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120Best
1,760
1,600
Espionage
HunsScout Rider
EgyptiansHorse Scout
RomansEquites Legati
EspionageHunsEgyptiansRomans
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
20Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
19Best
16
16
Carry
0Best
0Best
0Best
Total resource cost
380
380
360Best
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
HunsElite Rider
EgyptiansRoyal Chariot
RomansEquites Caesaris
Offensive cavalryHunsEgyptiansRomans
Attack
230Best
110
180
Defense vs infantry
90
120Best
80
Defense vs cavalry
65
150Best
105
Speed (tiles/h)
13Best
10
10
Carry
70Best
70Best
70Best
Total resource cost
2,390
1,800Best
2,170
Upkeep (crop/h)
4
3Best
4
Base training (seconds)
3,520
3,120Best
3,520
Defensive cavalry
HunsElite Rider
EgyptiansRoyal Chariot
RomansEquites Caesaris
Defensive cavalryHunsEgyptiansRomans
Attack
230Best
110
180
Defense vs infantry
90
120Best
80
Defense vs cavalry
65
150Best
105
Speed (tiles/h)
13Best
10
10
Carry
70Best
70Best
70Best
Total resource cost
2,390
1,800Best
2,170
Upkeep (crop/h)
4
3Best
4
Base training (seconds)
3,520
3,120Best
3,520
Ram
HunsRam
EgyptiansRam
RomansBattering Ram
RamHunsEgyptiansRomans
Attack
65Best
55
60
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
90
95Best
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,820Best
1,990
1,830
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,400Best
4,800
4,600
Catapult
HunsCatapult
EgyptiansCatapult
RomansFire Catapult
CatapultHunsEgyptiansRomans
Attack
45
65
75Best
Defense vs infantry
55
55
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,910Best
3,250
2,990
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
HunsTribal Chief
EgyptiansNomarch
RomansSenator
ChiefHunsEgyptiansRomans
Attack
50Best
40
50Best
Defense vs infantry
40
50Best
40
Defense vs cavalry
30
50Best
30
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
117,600Best
160,000
140,450
Upkeep (crop/h)
5
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
HunsHun Settler
EgyptiansEgyptian Settler
RomansSettler
SettlerHunsEgyptiansRomans
Attack
10Best
0
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
20,900Best
21,000
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
28,950
24,800Best
26,900

Economy & special mechanics

Economy & special mechanicsHunsEgyptiansRomans
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
20Best
16
16
Merchant throughput (capacity × speed)
10,000
12,000Best
8,000
Base simultaneous construction jobs
1
1
2Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
34.7
80.6Best
80.6Best
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Makeshift Wall
  • Command Center
  • Stone Wall
  • Waterworks
  • City Wall
  • Horse Drinking Trough

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.

Huns

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

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.

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.

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