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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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Overview

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.
Egyptians portrait

Egyptians

Economy

For beginners: Approachable

Strengths

  • Armed Slaves have a low resource cost and short base training time.
  • Temple Guardians provide strong infantry defense per unit.
  • Waterworks can improve annexed oasis bonuses after its prerequisites are met.

Weaknesses

  • Low-cost troops still consume crop.
  • The starting unit has little attack power.
  • Waterworks is a developed-village investment, not a free starting bonus.
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).

MilitaryRomansEgyptiansGauls
Highest attack per combat unitEquites Caesaris
180Best
Royal Chariot
110
Haeduan
140
Highest average defense per combat unitEquites Caesaris
92.5
Royal Chariot
135Best
Haeduan
107.5
Fastest combat unitEquites Imperatoris
14
Chariot
15
Theutates Thunder
19Best
Largest combat-unit carryEquites Imperatoris
100Best
Royal Chariot
70
Theutates Thunder
75
Lowest resource cost per attack pointImperian
8.57
Egyptian Fighter
14
Swordsman
8.23Best
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*
RomansEgyptiansGauls

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.

AxisRomansEgyptiansGauls
Attack
78.3Best
47.8
60.9
Defense
68.5
100Best
79.6
Speed
73.7
78.9
100Best
Logistics
44.4
66.7
100Best
Beginner friendliness*
60
80
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
RomansLegionnaire
EgyptiansArmed Slave
GaulsPhalanx
Starting infantryRomansEgyptiansGauls
Attack
40Best
10
15
Defense vs infantry
35
30
40Best
Defense vs cavalry
50Best
20
50Best
Speed (tiles/h)
6
7Best
7Best
Carry
50Best
20
35
Total resource cost
400
165Best
315
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
640Best
1,040
Best anti-cavalry infantry available
RomansLegionnaire
EgyptiansTemple Guardian
GaulsPhalanx
Best anti-cavalry infantry availableRomansEgyptiansGauls
Attack
40Best
25
15
Defense vs infantry
35
110Best
40
Defense vs cavalry
50
80Best
50
Speed (tiles/h)
6
6
7Best
Carry
50Best
35
35
Total resource cost
400
650
315Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,760
1,040Best
Espionage
RomansEquites Legati
EgyptiansHorse Scout
GaulsPathfinder
EspionageRomansEgyptiansGauls
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
20Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
16
16
17Best
Carry
0Best
0Best
0Best
Total resource cost
360Best
380
380
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
RomansEquites Caesaris
EgyptiansRoyal Chariot
GaulsHaeduan
Offensive cavalryRomansEgyptiansGauls
Attack
180Best
110
140
Defense vs infantry
80
120Best
50
Defense vs cavalry
105
150
165Best
Speed (tiles/h)
10
10
13Best
Carry
70Best
70Best
65
Total resource cost
2,170
1,800Best
1,965
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,120Best
3,120Best
Defensive cavalry
RomansEquites Caesaris
EgyptiansRoyal Chariot
GaulsHaeduan
Defensive cavalryRomansEgyptiansGauls
Attack
180Best
110
140
Defense vs infantry
80
120Best
50
Defense vs cavalry
105
150
165Best
Speed (tiles/h)
10
10
13Best
Carry
70Best
70Best
65
Total resource cost
2,170
1,800Best
1,965
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,120Best
3,120Best
Ram
RomansBattering Ram
EgyptiansRam
GaulsRam
RamRomansEgyptiansGauls
Attack
60Best
55
50
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
75
95
105Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830Best
1,990
1,910
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,800
5,000
Catapult
RomansFire Catapult
EgyptiansCatapult
GaulsTrebuchet
CatapultRomansEgyptiansGauls
Attack
75Best
65
70
Defense vs infantry
60Best
55
45
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,990Best
3,250
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
EgyptiansNomarch
GaulsChieftain
ChiefRomansEgyptiansGauls
Attack
50Best
40
40
Defense vs infantry
40
50Best
50Best
Defense vs cavalry
30
50Best
50Best
Speed (tiles/h)
5Best
4
4
Carry
0Best
0Best
0Best
Total resource cost
140,450Best
160,000
144,650
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
EgyptiansEgyptian Settler
GaulsSettler
SettlerRomansEgyptiansGauls
Attack
0Best
0Best
0Best
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
23,800
21,000Best
22,700
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
24,800
22,700Best

Economy & special mechanics

Economy & special mechanicsRomansEgyptiansGauls
Merchant capacity (resources)
500
750Best
750Best
Merchant speed (tiles/h)
16
16
24Best
Merchant throughput (capacity × speed)
8,000
12,000
18,000Best
Base simultaneous construction jobs
2Best
1
1
Cranny protection, level 10 (each resource)
1,000
1,000
2,000Best
Wall troop bonus, level 20 (%)
80.6Best
80.6Best
63.9
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–30Best
20–25
20–25
Tribe-specific buildings
  • City Wall
  • Horse Drinking Trough
  • Stone Wall
  • Waterworks
  • 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.

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.

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.

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