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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

GaulsRomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansThree 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.
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.
Gauls portrait

Gauls

Defense

For beginners: Approachable

Strengths

  • The Phalanx offers a practical defensive foundation.
  • Theutates Thunder gives this roster a fast raiding option.
  • Enhanced Cranny protection and the Trapper support a guarded opening.

Weaknesses

  • Starting infantry has low attack power.
  • Fast cavalry still needs research, infrastructure and resources.
  • Traps and protected resources do not replace an army or allies.

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).

MilitaryHunsVikingsGauls
Highest attack per combat unitElite Rider
230Best
Huscarl
165
Haeduan
140
Highest average defense per combat unitElite Rider
77.5
Huscarl
97.5
Haeduan
107.5Best
Fastest combat unitHorse Archer
16
Viking Rider
12
Theutates Thunder
19Best
Largest combat-unit carrySteppe Rider
105Best
Viking Rider
90
Theutates Thunder
75
Lowest resource cost per attack pointHorse Archer
7.46
Viking Raider
6.44Best
Swordsman
8.23
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*
HunsVikingsGauls

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.

AxisHunsVikingsGauls
Attack
100Best
71.7
60.9
Defense
57.4
72.2
79.6Best
Speed
84.2
63.2
100Best
Logistics
55.6
75
100Best
Beginner friendliness*
20
40
100Best

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
VikingsViking Raider
GaulsPhalanx
Starting infantryHunsVikingsGauls
Attack
35
45Best
15
Defense vs infantry
40Best
30
40Best
Defense vs cavalry
30
15
50Best
Speed (tiles/h)
6
7Best
7Best
Carry
50
70Best
35
Total resource cost
290Best
290Best
315
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120
960Best
1,040
Best anti-cavalry infantry available
HunsHun Warrior
VikingsBerserker
GaulsPhalanx
Best anti-cavalry infantry availableHunsVikingsGauls
Attack
35
105Best
15
Defense vs infantry
40
45Best
40
Defense vs cavalry
30
30
50Best
Speed (tiles/h)
6
6
7Best
Carry
50
60Best
35
Total resource cost
290Best
840
315
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120
1,960
1,040Best
Espionage
HunsScout Rider
VikingsViking Scout
GaulsPathfinder
EspionageHunsVikingsGauls
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
15
20Best
Defense vs cavalry
10Best
8
10Best
Speed (tiles/h)
19Best
10
17
Carry
0Best
0Best
0Best
Total resource cost
380
355Best
380
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
HunsElite Rider
VikingsHuscarl
GaulsHaeduan
Offensive cavalryHunsVikingsGauls
Attack
230Best
165
140
Defense vs infantry
90
95Best
50
Defense vs cavalry
65
100
165Best
Speed (tiles/h)
13Best
10
13Best
Carry
70
75Best
65
Total resource cost
2,390
2,105
1,965Best
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,300
3,120Best
Defensive cavalry
HunsElite Rider
VikingsHuscarl
GaulsHaeduan
Defensive cavalryHunsVikingsGauls
Attack
230Best
165
140
Defense vs infantry
90
95Best
50
Defense vs cavalry
65
100
165Best
Speed (tiles/h)
13Best
10
13Best
Carry
70
75Best
65
Total resource cost
2,390
2,105
1,965Best
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,300
3,120Best
Ram
HunsRam
VikingsRam
GaulsRam
RamHunsVikingsGauls
Attack
65Best
65Best
50
Defense vs infantry
30
35Best
30
Defense vs cavalry
90
80
105Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,820Best
1,940
1,910
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,400Best
4,700
5,000
Catapult
HunsCatapult
VikingsCatapult
GaulsTrebuchet
CatapultHunsVikingsGauls
Attack
45
55
70Best
Defense vs infantry
55
60Best
45
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,910Best
3,000
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
HunsTribal Chief
VikingsJarl
GaulsChieftain
ChiefHunsVikingsGauls
Attack
50Best
50Best
40
Defense vs infantry
40
45
50Best
Defense vs cavalry
30
40
50Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
117,600Best
125,100
144,650
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
HunsHun Settler
VikingsViking Settler
GaulsSettler
SettlerHunsVikingsGauls
Attack
10Best
10Best
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
22,600
22,700
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
28,950
27,500
22,700Best

Economy & special mechanics

Economy & special mechanicsHunsVikingsGauls
Merchant capacity (resources)
500
750Best
750Best
Merchant speed (tiles/h)
20
18
24Best
Merchant throughput (capacity × speed)
10,000
13,500
18,000Best
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
1,000
2,000Best
Wall troop bonus, level 20 (%)
34.7
54.5
63.9Best
Hospital recovery share (%)
40
50Best
40
Wounded storage per hospital level
30
60Best
30
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Makeshift Wall
  • Command Center
  • Big Hospital
  • Barricade
  • Palisade
  • Trapper

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.

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.

Gauls

Trapper

The Trapper captures attacking troops in available traps. It is a defensive tool to support your army and diplomacy.

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