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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.
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.

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).

MilitaryRomansEgyptiansHuns
Highest attack per combat unitEquites Caesaris
180
Royal Chariot
110
Elite Rider
230Best
Highest average defense per combat unitEquites Caesaris
92.5
Royal Chariot
135Best
Elite Rider
77.5
Fastest combat unitEquites Imperatoris
14
Chariot
15
Horse Archer
16Best
Largest combat-unit carryEquites Imperatoris
100
Royal Chariot
70
Steppe Rider
105Best
Lowest resource cost per attack pointImperian
8.57
Egyptian Fighter
14
Horse Archer
7.46Best
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*
RomansEgyptiansHuns

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.

AxisRomansEgyptiansHuns
Attack
78.3
47.8
100Best
Defense
68.5
100Best
57.4
Speed
73.7
78.9
84.2Best
Logistics
44.4
66.7Best
55.6
Beginner friendliness*
60
80Best
20

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
HunsHun Warrior
Starting infantryRomansEgyptiansHuns
Attack
40Best
10
35
Defense vs infantry
35
30
40Best
Defense vs cavalry
50Best
20
30
Speed (tiles/h)
6
7Best
6
Carry
50Best
20
50Best
Total resource cost
400
165Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
640Best
1,120
Best anti-cavalry infantry available
RomansLegionnaire
EgyptiansTemple Guardian
HunsHun Warrior
Best anti-cavalry infantry availableRomansEgyptiansHuns
Attack
40Best
25
35
Defense vs infantry
35
110Best
40
Defense vs cavalry
50
80Best
30
Speed (tiles/h)
6Best
6Best
6Best
Carry
50Best
35
50Best
Total resource cost
400
650
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,760
1,120Best
Espionage
RomansEquites Legati
EgyptiansHorse Scout
HunsScout Rider
EspionageRomansEgyptiansHuns
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
20Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
16
16
19Best
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
HunsElite Rider
Offensive cavalryRomansEgyptiansHuns
Attack
180
110
230Best
Defense vs infantry
80
120Best
90
Defense vs cavalry
105
150Best
65
Speed (tiles/h)
10
10
13Best
Carry
70Best
70Best
70Best
Total resource cost
2,170
1,800Best
2,390
Upkeep (crop/h)
4
3Best
4
Base training (seconds)
3,520
3,120Best
3,520
Defensive cavalry
RomansEquites Caesaris
EgyptiansRoyal Chariot
HunsElite Rider
Defensive cavalryRomansEgyptiansHuns
Attack
180
110
230Best
Defense vs infantry
80
120Best
90
Defense vs cavalry
105
150Best
65
Speed (tiles/h)
10
10
13Best
Carry
70Best
70Best
70Best
Total resource cost
2,170
1,800Best
2,390
Upkeep (crop/h)
4
3Best
4
Base training (seconds)
3,520
3,120Best
3,520
Ram
RomansBattering Ram
EgyptiansRam
HunsRam
RamRomansEgyptiansHuns
Attack
60
55
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
75
95Best
90
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830
1,990
1,820Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,800
4,400Best
Catapult
RomansFire Catapult
EgyptiansCatapult
HunsCatapult
CatapultRomansEgyptiansHuns
Attack
75Best
65
45
Defense vs infantry
60Best
55
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,990
3,250
2,910Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
EgyptiansNomarch
HunsTribal Chief
ChiefRomansEgyptiansHuns
Attack
50Best
40
50Best
Defense vs infantry
40
50Best
40
Defense vs cavalry
30
50Best
30
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
140,450
160,000
117,600Best
Upkeep (crop/h)
5
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
EgyptiansEgyptian Settler
HunsHun Settler
SettlerRomansEgyptiansHuns
Attack
0
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
23,800
21,000
20,900Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
24,800Best
28,950

Economy & special mechanics

Economy & special mechanicsRomansEgyptiansHuns
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
16
16
20Best
Merchant throughput (capacity × speed)
8,000
12,000Best
10,000
Base simultaneous construction jobs
2Best
1
1
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
80.6Best
80.6Best
34.7
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
  • Makeshift Wall
  • Command Center

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.

Huns

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

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