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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.RomansTeutonsEgyptiansThree tribes selected. Remove one to add another.HunsThree 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.
Teutons portrait

Teutons

Offense

For beginners: Demanding

Strengths

  • Clubswingers offer inexpensive attack power and short base training.
  • Spearmen provide an infantry answer to cavalry threats.
  • Large merchant loads support bulk transfers.

Weaknesses

  • Clubswingers have particularly weak defense against cavalry.
  • Merchant journeys are slower than those of the other six tribes.
  • An offensive opening needs attention, information and replacement 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).

MilitaryRomansSpartansTeutons
Highest attack per combat unitEquites Caesaris
180
Hippeis
195Best
Teutonic Knight
150
Highest average defense per combat unitEquites Caesaris
92.5
Spartan Rider
105Best
Paladin
70
Fastest combat unitEquites Imperatoris
14
Spartan Rider
16Best
Paladin
10
Largest combat-unit carryEquites Imperatoris
100
Spartan Rider
110Best
Paladin
110Best
Lowest resource cost per attack pointImperian
8.57
Homoioi
8.37
Clubswinger
6.25Best
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*
RomansSpartansTeutons

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.

AxisRomansSpartansTeutons
Attack
78.3
84.8Best
65.2
Defense
68.5
77.8Best
51.9
Speed
73.7
84.2Best
52.6
Logistics
44.4
38.9
66.7Best
Beginner friendliness*
60Best
60Best
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
SpartansSpartan Hoplite
TeutonsClubswinger
Starting infantryRomansSpartansTeutons
Attack
40
50Best
40
Defense vs infantry
35Best
35Best
20
Defense vs cavalry
50Best
30
5
Speed (tiles/h)
6
6
7Best
Carry
50
60Best
60Best
Total resource cost
400
440
250Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,700
720Best
Best anti-cavalry infantry available
RomansLegionnaire
SpartansHomoioi
TeutonsSpearman
Best anti-cavalry infantry availableRomansSpartansTeutons
Attack
40
95Best
10
Defense vs infantry
35
80Best
35
Defense vs cavalry
50
75Best
60
Speed (tiles/h)
6
5
7Best
Carry
50Best
50Best
40
Total resource cost
400
795
340Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
2,200
1,120Best
Espionage
RomansEquites Legati
SpartansPerioikoi Scout
TeutonsScout
EspionageRomansSpartansTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
20
25Best
10
Defense vs cavalry
10
12Best
5
Speed (tiles/h)
16Best
16Best
9
Carry
0Best
0Best
0Best
Total resource cost
360Best
445
360Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
RomansEquites Caesaris
SpartansHippeis
TeutonsTeutonic Knight
Offensive cavalryRomansSpartansTeutons
Attack
180
195Best
150
Defense vs infantry
80Best
55
50
Defense vs cavalry
105Best
80
75
Speed (tiles/h)
10Best
9
9
Carry
70
80Best
80Best
Total resource cost
2,170
2,315
1,525Best
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,450
2,960Best
Defensive cavalry
RomansEquites Caesaris
SpartansSpartan Rider
TeutonsPaladin
Defensive cavalryRomansSpartansTeutons
Attack
180Best
55
55
Defense vs infantry
80
120Best
100
Defense vs cavalry
105Best
90
40
Speed (tiles/h)
10
16Best
10
Carry
70
110Best
110Best
Total resource cost
2,170
1,440
1,005Best
Upkeep (crop/h)
4
2Best
2Best
Base training (seconds)
3,520
2,600
2,400Best
Ram
RomansBattering Ram
SpartansRam
TeutonsRam
RamRomansSpartansTeutons
Attack
60
65Best
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
75
85Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830
1,995
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,600
4,200Best
Catapult
RomansFire Catapult
SpartansCatapult
TeutonsCatapult
CatapultRomansSpartansTeutons
Attack
75Best
60
50
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
3,130
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
SpartansEphor
TeutonsChief
ChiefRomansSpartansTeutons
Attack
50Best
45
40
Defense vs infantry
40
50
60Best
Defense vs cavalry
30
45Best
40
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
140,450
127,730
114,300Best
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
RomansSettler
SpartansSpartan Settler
TeutonsSettler
SettlerRomansSpartansTeutons
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
21,540Best
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
26,900Best
31,000

Economy & special mechanics

Economy & special mechanicsRomansSpartansTeutons
Merchant capacity (resources)
500
500
1,000Best
Merchant speed (tiles/h)
16Best
14
12
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
48.6
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
  • Earth Wall
  • Brewery

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.

Teutons

Brewery

While a capital festival is active, the Brewery adds its level-based attack bonus across your villages. It also halves chief persuasion and makes catapult targets random. Plan conquest separately.

Against a Teuton attack, Cranny protection is multiplied by 0.8 in this server’s battle resolution.

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