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.✓Teutons✓Egyptians✓HunsSpartansThree tribes selected. Remove one to add another.VikingsThree tribes selected. Remove one to add another.
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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).
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
HunsEgyptiansTeutons
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.
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.
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.
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.