Skip to content

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.EgyptiansThree tribes selected. Remove one to add another.HunsSpartansVikings

Add a third tribe to change a pair, then remove one. Selected chips show a check mark. Links preserve your selection.

Share this comparison — Copy the page URL to share this selection.

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.
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).

MilitaryHunsVikingsSpartans
Highest attack per combat unitElite Rider
230Best
Huscarl
165
Hippeis
195
Highest average defense per combat unitElite Rider
77.5
Huscarl
97.5
Spartan Rider
105Best
Fastest combat unitHorse Archer
16Best
Viking Rider
12
Spartan Rider
16Best
Largest combat-unit carrySteppe Rider
105
Viking Rider
90
Spartan Rider
110Best
Lowest resource cost per attack pointHorse Archer
7.46
Viking Raider
6.44Best
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*
HunsVikingsSpartans

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.

AxisHunsVikingsSpartans
Attack
100Best
71.7
84.8
Defense
57.4
72.2
77.8Best
Speed
84.2Best
63.2
84.2Best
Logistics
55.6
75Best
38.9
Beginner friendliness*
20
40
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
VikingsViking Raider
SpartansSpartan Hoplite
Starting infantryHunsVikingsSpartans
Attack
35
45
50Best
Defense vs infantry
40Best
30
35
Defense vs cavalry
30Best
15
30Best
Speed (tiles/h)
6
7Best
6
Carry
50
70Best
60
Total resource cost
290Best
290Best
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120
960Best
1,700
Best anti-cavalry infantry available
HunsHun Warrior
VikingsBerserker
SpartansHomoioi
Best anti-cavalry infantry availableHunsVikingsSpartans
Attack
35
105Best
95
Defense vs infantry
40
45
80Best
Defense vs cavalry
30
30
75Best
Speed (tiles/h)
6Best
6Best
5
Carry
50
60Best
50
Total resource cost
290Best
840
795
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,960
2,200
Espionage
HunsScout Rider
VikingsViking Scout
SpartansPerioikoi Scout
EspionageHunsVikingsSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
20
15
25Best
Defense vs cavalry
10
8
12Best
Speed (tiles/h)
19Best
10
16
Carry
0Best
0Best
0Best
Total resource cost
380
355Best
445
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
HunsElite Rider
VikingsHuscarl
SpartansHippeis
Offensive cavalryHunsVikingsSpartans
Attack
230Best
165
195
Defense vs infantry
90
95Best
55
Defense vs cavalry
65
100Best
80
Speed (tiles/h)
13Best
10
9
Carry
70
75
80Best
Total resource cost
2,390
2,105Best
2,315
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,300Best
3,450
Defensive cavalry
HunsElite Rider
VikingsHuscarl
SpartansSpartan Rider
Defensive cavalryHunsVikingsSpartans
Attack
230Best
165
55
Defense vs infantry
90
95
120Best
Defense vs cavalry
65
100Best
90
Speed (tiles/h)
13
10
16Best
Carry
70
75
110Best
Total resource cost
2,390
2,105
1,440Best
Upkeep (crop/h)
4
3
2Best
Base training (seconds)
3,520
3,300
2,600Best
Ram
HunsRam
VikingsRam
SpartansRam
RamHunsVikingsSpartans
Attack
65Best
65Best
65Best
Defense vs infantry
30
35Best
30
Defense vs cavalry
90Best
80
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,820Best
1,940
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,400Best
4,700
4,600
Catapult
HunsCatapult
VikingsCatapult
SpartansCatapult
CatapultHunsVikingsSpartans
Attack
45
55
60Best
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
3,000
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
HunsTribal Chief
VikingsJarl
SpartansEphor
ChiefHunsVikingsSpartans
Attack
50Best
50Best
45
Defense vs infantry
40
45
50Best
Defense vs cavalry
30
40
45Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
117,600Best
125,100
127,730
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
HunsHun Settler
VikingsViking Settler
SpartansSpartan Settler
SettlerHunsVikingsSpartans
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
22,600
21,540
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
28,950
27,500
26,900Best

Economy & special mechanics

Economy & special mechanicsHunsVikingsSpartans
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
20Best
18
14
Merchant throughput (capacity × speed)
10,000
13,500Best
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
54.5
73.7Best
Hospital recovery share (%)
40
50Best
50Best
Wounded storage per hospital level
30
60Best
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Makeshift Wall
  • Command Center
  • Big Hospital
  • Barricade
  • 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.

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.

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