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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.EgyptiansThree tribes selected. Remove one to add another.HunsSpartansVikingsThree 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.
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.
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).

MilitaryRomansHunsSpartans
Highest attack per combat unitEquites Caesaris
180
Elite Rider
230Best
Hippeis
195
Highest average defense per combat unitEquites Caesaris
92.5
Elite Rider
77.5
Spartan Rider
105Best
Fastest combat unitEquites Imperatoris
14
Horse Archer
16Best
Spartan Rider
16Best
Largest combat-unit carryEquites Imperatoris
100
Steppe Rider
105
Spartan Rider
110Best
Lowest resource cost per attack pointImperian
8.57
Horse Archer
7.46Best
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*
RomansHunsSpartans

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.

AxisRomansHunsSpartans
Attack
78.3
100Best
84.8
Defense
68.5
57.4
77.8Best
Speed
73.7
84.2Best
84.2Best
Logistics
44.4
55.6Best
38.9
Beginner friendliness*
60Best
20
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
RomansLegionnaire
HunsHun Warrior
SpartansSpartan Hoplite
Starting infantryRomansHunsSpartans
Attack
40
35
50Best
Defense vs infantry
35
40Best
35
Defense vs cavalry
50Best
30
30
Speed (tiles/h)
6Best
6Best
6Best
Carry
50
50
60Best
Total resource cost
400
290Best
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,120Best
1,700
Best anti-cavalry infantry available
RomansLegionnaire
HunsHun Warrior
SpartansHomoioi
Best anti-cavalry infantry availableRomansHunsSpartans
Attack
40
35
95Best
Defense vs infantry
35
40
80Best
Defense vs cavalry
50
30
75Best
Speed (tiles/h)
6Best
6Best
5
Carry
50Best
50Best
50Best
Total resource cost
400
290Best
795
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,120Best
2,200
Espionage
RomansEquites Legati
HunsScout Rider
SpartansPerioikoi Scout
EspionageRomansHunsSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
20
20
25Best
Defense vs cavalry
10
10
12Best
Speed (tiles/h)
16
19Best
16
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
HunsElite Rider
SpartansHippeis
Offensive cavalryRomansHunsSpartans
Attack
180
230Best
195
Defense vs infantry
80
90Best
55
Defense vs cavalry
105Best
65
80
Speed (tiles/h)
10
13Best
9
Carry
70
70
80Best
Total resource cost
2,170Best
2,390
2,315
Upkeep (crop/h)
4
4
3Best
Base training (seconds)
3,520
3,520
3,450Best
Defensive cavalry
RomansEquites Caesaris
HunsElite Rider
SpartansSpartan Rider
Defensive cavalryRomansHunsSpartans
Attack
180
230Best
55
Defense vs infantry
80
90
120Best
Defense vs cavalry
105Best
65
90
Speed (tiles/h)
10
13
16Best
Carry
70
70
110Best
Total resource cost
2,170
2,390
1,440Best
Upkeep (crop/h)
4
4
2Best
Base training (seconds)
3,520
3,520
2,600Best
Ram
RomansBattering Ram
HunsRam
SpartansRam
RamRomansHunsSpartans
Attack
60
65Best
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
75
90Best
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830
1,820Best
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,400Best
4,600
Catapult
RomansFire Catapult
HunsCatapult
SpartansCatapult
CatapultRomansHunsSpartans
Attack
75Best
45
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
2,990
2,910Best
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
HunsTribal Chief
SpartansEphor
ChiefRomansHunsSpartans
Attack
50Best
50Best
45
Defense vs infantry
40
40
50Best
Defense vs cavalry
30
30
45Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
140,450
117,600Best
127,730
Upkeep (crop/h)
5
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
HunsHun Settler
SpartansSpartan Settler
SettlerRomansHunsSpartans
Attack
0
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
23,800
20,900Best
21,540
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
28,950
26,900Best

Economy & special mechanics

Economy & special mechanicsRomansHunsSpartans
Merchant capacity (resources)
500Best
500Best
500Best
Merchant speed (tiles/h)
16
20Best
14
Merchant throughput (capacity × speed)
8,000
10,000Best
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
34.7
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
  • Makeshift Wall
  • Command Center
  • 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.

Huns

Command Center

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

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