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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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GaulsThree tribes selected. Remove one to add another.RomansTeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansVikingsThree tribes selected. Remove one to add another.

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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.
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).

MilitaryRomansEgyptiansSpartans
Highest attack per combat unitEquites Caesaris
180
Royal Chariot
110
Hippeis
195Best
Highest average defense per combat unitEquites Caesaris
92.5
Royal Chariot
135Best
Spartan Rider
105
Fastest combat unitEquites Imperatoris
14
Chariot
15
Spartan Rider
16Best
Largest combat-unit carryEquites Imperatoris
100
Royal Chariot
70
Spartan Rider
110Best
Lowest resource cost per attack pointImperian
8.57
Egyptian Fighter
14
Homoioi
8.37Best
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*
RomansEgyptiansSpartans

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.

AxisRomansEgyptiansSpartans
Attack
78.3
47.8
84.8Best
Defense
68.5
100Best
77.8
Speed
73.7
78.9
84.2Best
Logistics
44.4
66.7Best
38.9
Beginner friendliness*
60
80Best
60

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
SpartansSpartan Hoplite
Starting infantryRomansEgyptiansSpartans
Attack
40
10
50Best
Defense vs infantry
35Best
30
35Best
Defense vs cavalry
50Best
20
30
Speed (tiles/h)
6
7Best
6
Carry
50
20
60Best
Total resource cost
400
165Best
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
640Best
1,700
Best anti-cavalry infantry available
RomansLegionnaire
EgyptiansTemple Guardian
SpartansHomoioi
Best anti-cavalry infantry availableRomansEgyptiansSpartans
Attack
40
25
95Best
Defense vs infantry
35
110Best
80
Defense vs cavalry
50
80Best
75
Speed (tiles/h)
6Best
6Best
5
Carry
50Best
35
50Best
Total resource cost
400Best
650
795
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600Best
1,760
2,200
Espionage
RomansEquites Legati
EgyptiansHorse Scout
SpartansPerioikoi Scout
EspionageRomansEgyptiansSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
20
20
25Best
Defense vs cavalry
10
10
12Best
Speed (tiles/h)
16Best
16Best
16Best
Carry
0Best
0Best
0Best
Total resource cost
360Best
380
445
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
RomansEquites Caesaris
EgyptiansRoyal Chariot
SpartansHippeis
Offensive cavalryRomansEgyptiansSpartans
Attack
180
110
195Best
Defense vs infantry
80
120Best
55
Defense vs cavalry
105
150Best
80
Speed (tiles/h)
10Best
10Best
9
Carry
70
70
80Best
Total resource cost
2,170
1,800Best
2,315
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,120Best
3,450
Defensive cavalry
RomansEquites Caesaris
EgyptiansRoyal Chariot
SpartansSpartan Rider
Defensive cavalryRomansEgyptiansSpartans
Attack
180Best
110
55
Defense vs infantry
80
120Best
120Best
Defense vs cavalry
105
150Best
90
Speed (tiles/h)
10
10
16Best
Carry
70
70
110Best
Total resource cost
2,170
1,800
1,440Best
Upkeep (crop/h)
4
3
2Best
Base training (seconds)
3,520
3,120
2,600Best
Ram
RomansBattering Ram
EgyptiansRam
SpartansRam
RamRomansEgyptiansSpartans
Attack
60
55
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
75
95Best
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830Best
1,990
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,800
4,600Best
Catapult
RomansFire Catapult
EgyptiansCatapult
SpartansCatapult
CatapultRomansEgyptiansSpartans
Attack
75Best
65
60
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
2,990Best
3,250
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
EgyptiansNomarch
SpartansEphor
ChiefRomansEgyptiansSpartans
Attack
50Best
40
45
Defense vs infantry
40
50Best
50Best
Defense vs cavalry
30
50Best
45
Speed (tiles/h)
5Best
4
4
Carry
0Best
0Best
0Best
Total resource cost
140,450
160,000
127,730Best
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
EgyptiansEgyptian Settler
SpartansSpartan Settler
SettlerRomansEgyptiansSpartans
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
21,000Best
21,540
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
24,800Best
26,900

Economy & special mechanics

Economy & special mechanicsRomansEgyptiansSpartans
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
16Best
16Best
14
Merchant throughput (capacity × speed)
8,000
12,000Best
7,000
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
73.7
Hospital recovery share (%)
40
40
50Best
Wounded storage per hospital level
30
30
60Best
Base chief loyalty reduction
20–30Best
20–25
20–25
Tribe-specific buildings
  • City Wall
  • Horse Drinking Trough
  • Stone Wall
  • Waterworks
  • 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.

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.

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