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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.TeutonsEgyptiansThree tribes selected. Remove one to add another.HunsSpartansThree tribes selected. Remove one to add another.Vikings

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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.
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.
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.

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).

MilitaryHunsTeutonsVikings
Highest attack per combat unitElite Rider
230Best
Teutonic Knight
150
Huscarl
165
Highest average defense per combat unitElite Rider
77.5
Paladin
70
Huscarl
97.5Best
Fastest combat unitHorse Archer
16Best
Paladin
10
Viking Rider
12
Largest combat-unit carrySteppe Rider
105
Paladin
110Best
Viking Rider
90
Lowest resource cost per attack pointHorse Archer
7.46
Clubswinger
6.25Best
Viking Raider
6.44
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*
HunsTeutonsVikings

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.

AxisHunsTeutonsVikings
Attack
100Best
65.2
71.7
Defense
57.4
51.9
72.2Best
Speed
84.2Best
52.6
63.2
Logistics
55.6
66.7
75Best
Beginner friendliness*
20
40Best
40Best

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
TeutonsClubswinger
VikingsViking Raider
Starting infantryHunsTeutonsVikings
Attack
35
40
45Best
Defense vs infantry
40Best
20
30
Defense vs cavalry
30Best
5
15
Speed (tiles/h)
6
7Best
7Best
Carry
50
60
70Best
Total resource cost
290
250Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120
720Best
960
Best anti-cavalry infantry available
HunsHun Warrior
TeutonsSpearman
VikingsBerserker
Best anti-cavalry infantry availableHunsTeutonsVikings
Attack
35
10
105Best
Defense vs infantry
40
35
45Best
Defense vs cavalry
30
60Best
30
Speed (tiles/h)
6
7Best
6
Carry
50
40
60Best
Total resource cost
290Best
340
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,120Best
1,960
Espionage
HunsScout Rider
TeutonsScout
VikingsViking Scout
EspionageHunsTeutonsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
10
15
Defense vs cavalry
10Best
5
8
Speed (tiles/h)
19Best
9
10
Carry
0Best
0Best
0Best
Total resource cost
380
360
355Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,360
1,120Best
1,120Best
Offensive cavalry
HunsElite Rider
TeutonsTeutonic Knight
VikingsHuscarl
Offensive cavalryHunsTeutonsVikings
Attack
230Best
150
165
Defense vs infantry
90
50
95Best
Defense vs cavalry
65
75
100Best
Speed (tiles/h)
13Best
9
10
Carry
70
80Best
75
Total resource cost
2,390
1,525Best
2,105
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
2,960Best
3,300
Defensive cavalry
HunsElite Rider
TeutonsPaladin
VikingsHuscarl
Defensive cavalryHunsTeutonsVikings
Attack
230Best
55
165
Defense vs infantry
90
100Best
95
Defense vs cavalry
65
40
100Best
Speed (tiles/h)
13Best
10
10
Carry
70
110Best
75
Total resource cost
2,390
1,005Best
2,105
Upkeep (crop/h)
4
2Best
3
Base training (seconds)
3,520
2,400Best
3,300
Ram
HunsRam
TeutonsRam
VikingsRam
RamHunsTeutonsVikings
Attack
65Best
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
90Best
80
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,820
1,720Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,400
4,200Best
4,700
Catapult
HunsCatapult
TeutonsCatapult
VikingsCatapult
CatapultHunsTeutonsVikings
Attack
45
50
55Best
Defense vs infantry
55
60Best
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,910
2,760Best
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
HunsTribal Chief
TeutonsChief
VikingsJarl
ChiefHunsTeutonsVikings
Attack
50Best
40
50Best
Defense vs infantry
40
60Best
45
Defense vs cavalry
30
40Best
40Best
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
117,600
114,300Best
125,100
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700
70,500Best
90,700
Settler
HunsHun Settler
TeutonsSettler
VikingsViking Settler
SettlerHunsTeutonsVikings
Attack
10Best
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
20,900Best
25,000
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
28,950
31,000
27,500Best

Economy & special mechanics

Economy & special mechanicsHunsTeutonsVikings
Merchant capacity (resources)
500
1,000Best
750
Merchant speed (tiles/h)
20Best
12
18
Merchant throughput (capacity × speed)
10,000
12,000
13,500Best
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
48.6
54.5Best
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
  • Earth Wall
  • Brewery
  • Big Hospital
  • Barricade

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.

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.

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.

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