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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.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.
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.
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.

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).

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

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.

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

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

Economy & special mechanics

Economy & special mechanicsRomansSpartansEgyptians
Merchant capacity (resources)
500
500
750Best
Merchant speed (tiles/h)
16Best
14
16Best
Merchant throughput (capacity × speed)
8,000
7,000
12,000Best
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
73.7
80.6Best
Hospital recovery share (%)
40
50Best
40
Wounded storage per hospital level
30
60Best
30
Base chief loyalty reduction
20–30Best
20–25
20–25
Tribe-specific buildings
  • City Wall
  • Horse Drinking Trough
  • Defensive Wall
  • Big Hospital
  • Stone Wall
  • Waterworks

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.

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.

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.

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