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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.EgyptiansThree tribes selected. Remove one to add another.HunsSpartansVikingsThree 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.
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.
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).

MilitaryHunsRomansSpartans
Highest attack per combat unitElite Rider
230Best
Equites Caesaris
180
Hippeis
195
Highest average defense per combat unitElite Rider
77.5
Equites Caesaris
92.5
Spartan Rider
105Best
Fastest combat unitHorse Archer
16Best
Equites Imperatoris
14
Spartan Rider
16Best
Largest combat-unit carrySteppe Rider
105
Equites Imperatoris
100
Spartan Rider
110Best
Lowest resource cost per attack pointHorse Archer
7.46Best
Imperian
8.57
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*
HunsRomansSpartans

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.

AxisHunsRomansSpartans
Attack
100Best
78.3
84.8
Defense
57.4
68.5
77.8Best
Speed
84.2Best
73.7
84.2Best
Logistics
55.6Best
44.4
38.9
Beginner friendliness*
20
60Best
60Best

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
RomansLegionnaire
SpartansSpartan Hoplite
Starting infantryHunsRomansSpartans
Attack
35
40
50Best
Defense vs infantry
40Best
35
35
Defense vs cavalry
30
50Best
30
Speed (tiles/h)
6Best
6Best
6Best
Carry
50
50
60Best
Total resource cost
290Best
400
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120Best
1,600
1,700
Best anti-cavalry infantry available
HunsHun Warrior
RomansLegionnaire
SpartansHomoioi
Best anti-cavalry infantry availableHunsRomansSpartans
Attack
35
40
95Best
Defense vs infantry
40
35
80Best
Defense vs cavalry
30
50
75Best
Speed (tiles/h)
6Best
6Best
5
Carry
50Best
50Best
50Best
Total resource cost
290Best
400
795
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120Best
1,600
2,200
Espionage
HunsScout Rider
RomansEquites Legati
SpartansPerioikoi Scout
EspionageHunsRomansSpartans
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
380
360Best
445
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
HunsElite Rider
RomansEquites Caesaris
SpartansHippeis
Offensive cavalryHunsRomansSpartans
Attack
230Best
180
195
Defense vs infantry
90Best
80
55
Defense vs cavalry
65
105Best
80
Speed (tiles/h)
13Best
10
9
Carry
70
70
80Best
Total resource cost
2,390
2,170Best
2,315
Upkeep (crop/h)
4
4
3Best
Base training (seconds)
3,520
3,520
3,450Best
Defensive cavalry
HunsElite Rider
RomansEquites Caesaris
SpartansSpartan Rider
Defensive cavalryHunsRomansSpartans
Attack
230Best
180
55
Defense vs infantry
90
80
120Best
Defense vs cavalry
65
105Best
90
Speed (tiles/h)
13
10
16Best
Carry
70
70
110Best
Total resource cost
2,390
2,170
1,440Best
Upkeep (crop/h)
4
4
2Best
Base training (seconds)
3,520
3,520
2,600Best
Ram
HunsRam
RomansBattering Ram
SpartansRam
RamHunsRomansSpartans
Attack
65Best
60
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
90Best
75
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,820Best
1,830
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,400Best
4,600
4,600
Catapult
HunsCatapult
RomansFire Catapult
SpartansCatapult
CatapultHunsRomansSpartans
Attack
45
75Best
60
Defense vs infantry
55
60Best
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,910Best
2,990
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
HunsTribal Chief
RomansSenator
SpartansEphor
ChiefHunsRomansSpartans
Attack
50Best
50Best
45
Defense vs infantry
40
40
50Best
Defense vs cavalry
30
30
45Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
117,600Best
140,450
127,730
Upkeep (crop/h)
5
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
HunsHun Settler
RomansSettler
SpartansSpartan Settler
SettlerHunsRomansSpartans
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
23,800
21,540
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
28,950
26,900Best
26,900Best

Economy & special mechanics

Economy & special mechanicsHunsRomansSpartans
Merchant capacity (resources)
500Best
500Best
500Best
Merchant speed (tiles/h)
20Best
16
14
Merchant throughput (capacity × speed)
10,000Best
8,000
7,000
Base simultaneous construction jobs
1
2Best
1
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
20–25
20–30Best
20–25
Tribe-specific buildings
  • Makeshift Wall
  • Command Center
  • City Wall
  • Horse Drinking Trough
  • 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.

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.

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