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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

GaulsThree tribes selected. Remove one to add another.RomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsSpartansVikingsThree 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.
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.

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).

MilitaryHunsEgyptiansSpartans
Highest attack per combat unitElite Rider
230Best
Royal Chariot
110
Hippeis
195
Highest average defense per combat unitElite Rider
77.5
Royal Chariot
135Best
Spartan Rider
105
Fastest combat unitHorse Archer
16Best
Chariot
15
Spartan Rider
16Best
Largest combat-unit carrySteppe Rider
105
Royal Chariot
70
Spartan Rider
110Best
Lowest resource cost per attack pointHorse Archer
7.46Best
Egyptian Fighter
14
Homoioi
8.37
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*
HunsEgyptiansSpartans

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.

AxisHunsEgyptiansSpartans
Attack
100Best
47.8
84.8
Defense
57.4
100Best
77.8
Speed
84.2Best
78.9
84.2Best
Logistics
55.6
66.7Best
38.9
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
SpartansSpartan Hoplite
Starting infantryHunsEgyptiansSpartans
Attack
35
10
50Best
Defense vs infantry
40Best
30
35
Defense vs cavalry
30Best
20
30Best
Speed (tiles/h)
6
7Best
6
Carry
50
20
60Best
Total resource cost
290
165Best
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120
640Best
1,700
Best anti-cavalry infantry available
HunsHun Warrior
EgyptiansTemple Guardian
SpartansHomoioi
Best anti-cavalry infantry availableHunsEgyptiansSpartans
Attack
35
25
95Best
Defense vs infantry
40
110Best
80
Defense vs cavalry
30
80Best
75
Speed (tiles/h)
6Best
6Best
5
Carry
50Best
35
50Best
Total resource cost
290Best
650
795
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120Best
1,760
2,200
Espionage
HunsScout Rider
EgyptiansHorse Scout
SpartansPerioikoi Scout
EspionageHunsEgyptiansSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
20
20
25Best
Defense vs cavalry
10
10
12Best
Speed (tiles/h)
19Best
16
16
Carry
0Best
0Best
0Best
Total resource cost
380Best
380Best
445
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
HunsElite Rider
EgyptiansRoyal Chariot
SpartansHippeis
Offensive cavalryHunsEgyptiansSpartans
Attack
230Best
110
195
Defense vs infantry
90
120Best
55
Defense vs cavalry
65
150Best
80
Speed (tiles/h)
13Best
10
9
Carry
70
70
80Best
Total resource cost
2,390
1,800Best
2,315
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,120Best
3,450
Defensive cavalry
HunsElite Rider
EgyptiansRoyal Chariot
SpartansSpartan Rider
Defensive cavalryHunsEgyptiansSpartans
Attack
230Best
110
55
Defense vs infantry
90
120Best
120Best
Defense vs cavalry
65
150Best
90
Speed (tiles/h)
13
10
16Best
Carry
70
70
110Best
Total resource cost
2,390
1,800
1,440Best
Upkeep (crop/h)
4
3
2Best
Base training (seconds)
3,520
3,120
2,600Best
Ram
HunsRam
EgyptiansRam
SpartansRam
RamHunsEgyptiansSpartans
Attack
65Best
55
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
90
95Best
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,820Best
1,990
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,400Best
4,800
4,600
Catapult
HunsCatapult
EgyptiansCatapult
SpartansCatapult
CatapultHunsEgyptiansSpartans
Attack
45
65Best
60
Defense vs infantry
55Best
55Best
55Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,910Best
3,250
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
HunsTribal Chief
EgyptiansNomarch
SpartansEphor
ChiefHunsEgyptiansSpartans
Attack
50Best
40
45
Defense vs infantry
40
50Best
50Best
Defense vs cavalry
30
50Best
45
Speed (tiles/h)
5Best
4
4
Carry
0Best
0Best
0Best
Total resource cost
117,600Best
160,000
127,730
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
HunsHun Settler
EgyptiansEgyptian Settler
SpartansSpartan Settler
SettlerHunsEgyptiansSpartans
Attack
10Best
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
20,900Best
21,000
21,540
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
28,950
24,800Best
26,900

Economy & special mechanics

Economy & special mechanicsHunsEgyptiansSpartans
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
20Best
16
14
Merchant throughput (capacity × speed)
10,000
12,000Best
7,000
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
34.7
80.6Best
73.7
Hospital recovery share (%)
40
40
50Best
Wounded storage per hospital level
30
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Makeshift Wall
  • Command Center
  • Stone Wall
  • Waterworks
  • Defensive Wall
  • Big Hospital

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.

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.

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