Skip to content

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.RomansTeutonsEgyptiansThree tribes selected. Remove one to add another.HunsThree tribes selected. Remove one to add another.SpartansVikingsThree tribes selected. Remove one to add another.

Add a third tribe to change a pair, then remove one. Selected chips show a check mark. Links preserve your selection.

Share this comparison — Copy the page URL to share this selection.

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.
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.
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).

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

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.

AxisRomansTeutonsSpartans
Attack
78.3
65.2
84.8Best
Defense
68.5
51.9
77.8Best
Speed
73.7
52.6
84.2Best
Logistics
44.4
66.7Best
38.9
Beginner friendliness*
60Best
40
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
TeutonsClubswinger
SpartansSpartan Hoplite
Starting infantryRomansTeutonsSpartans
Attack
40
40
50Best
Defense vs infantry
35Best
20
35Best
Defense vs cavalry
50Best
5
30
Speed (tiles/h)
6
7Best
6
Carry
50
60Best
60Best
Total resource cost
400
250Best
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
720Best
1,700
Best anti-cavalry infantry available
RomansLegionnaire
TeutonsSpearman
SpartansHomoioi
Best anti-cavalry infantry availableRomansTeutonsSpartans
Attack
40
10
95Best
Defense vs infantry
35
35
80Best
Defense vs cavalry
50
60
75Best
Speed (tiles/h)
6
7Best
5
Carry
50Best
40
50Best
Total resource cost
400
340Best
795
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
1,120Best
2,200
Espionage
RomansEquites Legati
TeutonsScout
SpartansPerioikoi Scout
EspionageRomansTeutonsSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
20
10
25Best
Defense vs cavalry
10
5
12Best
Speed (tiles/h)
16Best
9
16Best
Carry
0Best
0Best
0Best
Total resource cost
360Best
360Best
445
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
RomansEquites Caesaris
TeutonsTeutonic Knight
SpartansHippeis
Offensive cavalryRomansTeutonsSpartans
Attack
180
150
195Best
Defense vs infantry
80Best
50
55
Defense vs cavalry
105Best
75
80
Speed (tiles/h)
10Best
9
9
Carry
70
80Best
80Best
Total resource cost
2,170
1,525Best
2,315
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
2,960Best
3,450
Defensive cavalry
RomansEquites Caesaris
TeutonsPaladin
SpartansSpartan Rider
Defensive cavalryRomansTeutonsSpartans
Attack
180Best
55
55
Defense vs infantry
80
100
120Best
Defense vs cavalry
105Best
40
90
Speed (tiles/h)
10
10
16Best
Carry
70
110Best
110Best
Total resource cost
2,170
1,005Best
1,440
Upkeep (crop/h)
4
2Best
2Best
Base training (seconds)
3,520
2,400Best
2,600
Ram
RomansBattering Ram
TeutonsRam
SpartansRam
RamRomansTeutonsSpartans
Attack
60
65Best
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
75
80
85Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830
1,720Best
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,200Best
4,600
Catapult
RomansFire Catapult
TeutonsCatapult
SpartansCatapult
CatapultRomansTeutonsSpartans
Attack
75Best
50
60
Defense vs infantry
60Best
60Best
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,990
2,760Best
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
TeutonsChief
SpartansEphor
ChiefRomansTeutonsSpartans
Attack
50Best
40
45
Defense vs infantry
40
60Best
50
Defense vs cavalry
30
40
45Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
140,450
114,300Best
127,730
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700
70,500Best
90,700
Settler
RomansSettler
TeutonsSettler
SpartansSpartan Settler
SettlerRomansTeutonsSpartans
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
25,000
21,540Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
31,000
26,900Best

Economy & special mechanics

Economy & special mechanicsRomansTeutonsSpartans
Merchant capacity (resources)
500
1,000Best
500
Merchant speed (tiles/h)
16Best
12
14
Merchant throughput (capacity × speed)
8,000
12,000Best
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
48.6
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
  • Earth Wall
  • Brewery
  • 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.

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.

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