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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.SpartansThree tribes selected. Remove one to add another.Vikings

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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.
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.

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).

MilitaryRomansEgyptiansVikings
Highest attack per combat unitEquites Caesaris
180Best
Royal Chariot
110
Huscarl
165
Highest average defense per combat unitEquites Caesaris
92.5
Royal Chariot
135Best
Huscarl
97.5
Fastest combat unitEquites Imperatoris
14
Chariot
15Best
Viking Rider
12
Largest combat-unit carryEquites Imperatoris
100Best
Royal Chariot
70
Viking Rider
90
Lowest resource cost per attack pointImperian
8.57
Egyptian Fighter
14
Viking Raider
6.44Best
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*
RomansEgyptiansVikings

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.

AxisRomansEgyptiansVikings
Attack
78.3Best
47.8
71.7
Defense
68.5
100Best
72.2
Speed
73.7
78.9Best
63.2
Logistics
44.4
66.7
75Best
Beginner friendliness*
60
80Best
40

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
VikingsViking Raider
Starting infantryRomansEgyptiansVikings
Attack
40
10
45Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
50Best
20
15
Speed (tiles/h)
6
7Best
7Best
Carry
50
20
70Best
Total resource cost
400
165Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
640Best
960
Best anti-cavalry infantry available
RomansLegionnaire
EgyptiansTemple Guardian
VikingsBerserker
Best anti-cavalry infantry availableRomansEgyptiansVikings
Attack
40
25
105Best
Defense vs infantry
35
110Best
45
Defense vs cavalry
50
80Best
30
Speed (tiles/h)
6Best
6Best
6Best
Carry
50
35
60Best
Total resource cost
400Best
650
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,600Best
1,760
1,960
Espionage
RomansEquites Legati
EgyptiansHorse Scout
VikingsViking Scout
EspionageRomansEgyptiansVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
15
Defense vs cavalry
10Best
10Best
8
Speed (tiles/h)
16Best
16Best
10
Carry
0Best
0Best
0Best
Total resource cost
360
380
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
RomansEquites Caesaris
EgyptiansRoyal Chariot
VikingsHuscarl
Offensive cavalryRomansEgyptiansVikings
Attack
180Best
110
165
Defense vs infantry
80
120Best
95
Defense vs cavalry
105
150Best
100
Speed (tiles/h)
10Best
10Best
10Best
Carry
70
70
75Best
Total resource cost
2,170
1,800Best
2,105
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,120Best
3,300
Defensive cavalry
RomansEquites Caesaris
EgyptiansRoyal Chariot
VikingsHuscarl
Defensive cavalryRomansEgyptiansVikings
Attack
180Best
110
165
Defense vs infantry
80
120Best
95
Defense vs cavalry
105
150Best
100
Speed (tiles/h)
10Best
10Best
10Best
Carry
70
70
75Best
Total resource cost
2,170
1,800Best
2,105
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,120Best
3,300
Ram
RomansBattering Ram
EgyptiansRam
VikingsRam
RamRomansEgyptiansVikings
Attack
60
55
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
75
95Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830Best
1,990
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,800
4,700
Catapult
RomansFire Catapult
EgyptiansCatapult
VikingsCatapult
CatapultRomansEgyptiansVikings
Attack
75Best
65
55
Defense vs infantry
60Best
55
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,990Best
3,250
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
EgyptiansNomarch
VikingsJarl
ChiefRomansEgyptiansVikings
Attack
50Best
40
50Best
Defense vs infantry
40
50Best
45
Defense vs cavalry
30
50Best
40
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
140,450
160,000
125,100Best
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
EgyptiansEgyptian Settler
VikingsViking Settler
SettlerRomansEgyptiansVikings
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
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
24,800Best
27,500

Economy & special mechanics

Economy & special mechanicsRomansEgyptiansVikings
Merchant capacity (resources)
500
750Best
750Best
Merchant speed (tiles/h)
16
16
18Best
Merchant throughput (capacity × speed)
8,000
12,000
13,500Best
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
54.5
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
  • Big Hospital
  • Barricade

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.

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.

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