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CHOOSE YOUR PATH

Compare the tribes

Seven paths. Different strengths. Make your choice with the numbers in front of you.

Choose 2 or 3 tribes

GaulsThree tribes selected. Remove one to add another.RomansTeutonsThree tribes selected. Remove one to add another.EgyptiansThree tribes selected. Remove one to add another.HunsSpartansThree 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.
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.
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).

MilitaryRomansHunsVikings
Highest attack per combat unitEquites Caesaris
180
Elite Rider
230Best
Huscarl
165
Highest average defense per combat unitEquites Caesaris
92.5
Elite Rider
77.5
Huscarl
97.5Best
Fastest combat unitEquites Imperatoris
14
Horse Archer
16Best
Viking Rider
12
Largest combat-unit carryEquites Imperatoris
100
Steppe Rider
105Best
Viking Rider
90
Lowest resource cost per attack pointImperian
8.57
Horse Archer
7.46
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*
RomansHunsVikings

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.

AxisRomansHunsVikings
Attack
78.3
100Best
71.7
Defense
68.5
57.4
72.2Best
Speed
73.7
84.2Best
63.2
Logistics
44.4
55.6
75Best
Beginner friendliness*
60Best
20
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
HunsHun Warrior
VikingsViking Raider
Starting infantryRomansHunsVikings
Attack
40
35
45Best
Defense vs infantry
35
40Best
30
Defense vs cavalry
50Best
30
15
Speed (tiles/h)
6
6
7Best
Carry
50
50
70Best
Total resource cost
400
290Best
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,120
960Best
Best anti-cavalry infantry available
RomansLegionnaire
HunsHun Warrior
VikingsBerserker
Best anti-cavalry infantry availableRomansHunsVikings
Attack
40
35
105Best
Defense vs infantry
35
40
45Best
Defense vs cavalry
50Best
30
30
Speed (tiles/h)
6Best
6Best
6Best
Carry
50
50
60Best
Total resource cost
400
290Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,600
1,120Best
1,960
Espionage
RomansEquites Legati
HunsScout Rider
VikingsViking Scout
EspionageRomansHunsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
20Best
15
Defense vs cavalry
10Best
10Best
8
Speed (tiles/h)
16
19Best
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
HunsElite Rider
VikingsHuscarl
Offensive cavalryRomansHunsVikings
Attack
180
230Best
165
Defense vs infantry
80
90
95Best
Defense vs cavalry
105Best
65
100
Speed (tiles/h)
10
13Best
10
Carry
70
70
75Best
Total resource cost
2,170
2,390
2,105Best
Upkeep (crop/h)
4
4
3Best
Base training (seconds)
3,520
3,520
3,300Best
Defensive cavalry
RomansEquites Caesaris
HunsElite Rider
VikingsHuscarl
Defensive cavalryRomansHunsVikings
Attack
180
230Best
165
Defense vs infantry
80
90
95Best
Defense vs cavalry
105Best
65
100
Speed (tiles/h)
10
13Best
10
Carry
70
70
75Best
Total resource cost
2,170
2,390
2,105Best
Upkeep (crop/h)
4
4
3Best
Base training (seconds)
3,520
3,520
3,300Best
Ram
RomansBattering Ram
HunsRam
VikingsRam
RamRomansHunsVikings
Attack
60
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
75
90Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830
1,820Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,400Best
4,700
Catapult
RomansFire Catapult
HunsCatapult
VikingsCatapult
CatapultRomansHunsVikings
Attack
75Best
45
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
2,990
2,910Best
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
HunsTribal Chief
VikingsJarl
ChiefRomansHunsVikings
Attack
50Best
50Best
50Best
Defense vs infantry
40
40
45Best
Defense vs cavalry
30
30
40Best
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
140,450
117,600Best
125,100
Upkeep (crop/h)
5
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
HunsHun Settler
VikingsViking Settler
SettlerRomansHunsVikings
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
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
28,950
27,500

Economy & special mechanics

Economy & special mechanicsRomansHunsVikings
Merchant capacity (resources)
500
500
750Best
Merchant speed (tiles/h)
16
20Best
18
Merchant throughput (capacity × speed)
8,000
10,000
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
34.7
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
  • Makeshift Wall
  • Command Center
  • 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.

Huns

Command Center

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

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