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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.HunsThree tribes selected. Remove one to add another.SpartansVikings

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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.
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).

MilitaryRomansSpartansVikings
Highest attack per combat unitEquites Caesaris
180
Hippeis
195Best
Huscarl
165
Highest average defense per combat unitEquites Caesaris
92.5
Spartan Rider
105Best
Huscarl
97.5
Fastest combat unitEquites Imperatoris
14
Spartan Rider
16Best
Viking Rider
12
Largest combat-unit carryEquites Imperatoris
100
Spartan Rider
110Best
Viking Rider
90
Lowest resource cost per attack pointImperian
8.57
Homoioi
8.37
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*
RomansSpartansVikings

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.

AxisRomansSpartansVikings
Attack
78.3
84.8Best
71.7
Defense
68.5
77.8Best
72.2
Speed
73.7
84.2Best
63.2
Logistics
44.4
38.9
75Best
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
VikingsViking Raider
Starting infantryRomansSpartansVikings
Attack
40
50Best
45
Defense vs infantry
35Best
35Best
30
Defense vs cavalry
50Best
30
15
Speed (tiles/h)
6
6
7Best
Carry
50
60
70Best
Total resource cost
400
440
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,700
960Best
Best anti-cavalry infantry available
RomansLegionnaire
SpartansHomoioi
VikingsBerserker
Best anti-cavalry infantry availableRomansSpartansVikings
Attack
40
95
105Best
Defense vs infantry
35
80Best
45
Defense vs cavalry
50
75Best
30
Speed (tiles/h)
6Best
5
6Best
Carry
50
50
60Best
Total resource cost
400Best
795
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,600Best
2,200
1,960
Espionage
RomansEquites Legati
SpartansPerioikoi Scout
VikingsViking Scout
EspionageRomansSpartansVikings
Attack
0Best
0Best
0Best
Defense vs infantry
20
25Best
15
Defense vs cavalry
10
12Best
8
Speed (tiles/h)
16Best
16Best
10
Carry
0Best
0Best
0Best
Total resource cost
360
445
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
RomansEquites Caesaris
SpartansHippeis
VikingsHuscarl
Offensive cavalryRomansSpartansVikings
Attack
180
195Best
165
Defense vs infantry
80
55
95Best
Defense vs cavalry
105Best
80
100
Speed (tiles/h)
10Best
9
10Best
Carry
70
80Best
75
Total resource cost
2,170
2,315
2,105Best
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,450
3,300Best
Defensive cavalry
RomansEquites Caesaris
SpartansSpartan Rider
VikingsHuscarl
Defensive cavalryRomansSpartansVikings
Attack
180Best
55
165
Defense vs infantry
80
120Best
95
Defense vs cavalry
105Best
90
100
Speed (tiles/h)
10
16Best
10
Carry
70
110Best
75
Total resource cost
2,170
1,440Best
2,105
Upkeep (crop/h)
4
2Best
3
Base training (seconds)
3,520
2,600Best
3,300
Ram
RomansBattering Ram
SpartansRam
VikingsRam
RamRomansSpartansVikings
Attack
60
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
75
85Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830Best
1,995
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,600Best
4,700
Catapult
RomansFire Catapult
SpartansCatapult
VikingsCatapult
CatapultRomansSpartansVikings
Attack
75Best
60
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
3,130
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
SpartansEphor
VikingsJarl
ChiefRomansSpartansVikings
Attack
50Best
45
50Best
Defense vs infantry
40
50Best
45
Defense vs cavalry
30
45Best
40
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
140,450
127,730
125,100Best
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
SpartansSpartan Settler
VikingsViking Settler
SettlerRomansSpartansVikings
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
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
26,900Best
27,500

Economy & special mechanics

Economy & special mechanicsRomansSpartansVikings
Merchant capacity (resources)
500
500
750Best
Merchant speed (tiles/h)
16
14
18Best
Merchant throughput (capacity × speed)
8,000
7,000
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
73.7
54.5
Hospital recovery share (%)
40
50Best
50Best
Wounded storage per hospital level
30
60Best
60Best
Base chief loyalty reduction
20–30Best
20–25
20–25
Tribe-specific buildings
  • City Wall
  • Horse Drinking Trough
  • Defensive Wall
  • Big Hospital
  • 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.

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.

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