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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.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.
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.
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.

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).

MilitaryRomansVikingsHuns
Highest attack per combat unitEquites Caesaris
180
Huscarl
165
Elite Rider
230Best
Highest average defense per combat unitEquites Caesaris
92.5
Huscarl
97.5Best
Elite Rider
77.5
Fastest combat unitEquites Imperatoris
14
Viking Rider
12
Horse Archer
16Best
Largest combat-unit carryEquites Imperatoris
100
Viking Rider
90
Steppe Rider
105Best
Lowest resource cost per attack pointImperian
8.57
Viking Raider
6.44Best
Horse Archer
7.46
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*
RomansVikingsHuns

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.

AxisRomansVikingsHuns
Attack
78.3
71.7
100Best
Defense
68.5
72.2Best
57.4
Speed
73.7
63.2
84.2Best
Logistics
44.4
75Best
55.6
Beginner friendliness*
60Best
40
20

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
VikingsViking Raider
HunsHun Warrior
Starting infantryRomansVikingsHuns
Attack
40
45Best
35
Defense vs infantry
35
30
40Best
Defense vs cavalry
50Best
15
30
Speed (tiles/h)
6
7Best
6
Carry
50
70Best
50
Total resource cost
400
290Best
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
960Best
1,120
Best anti-cavalry infantry available
RomansLegionnaire
VikingsBerserker
HunsHun Warrior
Best anti-cavalry infantry availableRomansVikingsHuns
Attack
40
105Best
35
Defense vs infantry
35
45Best
40
Defense vs cavalry
50Best
30
30
Speed (tiles/h)
6Best
6Best
6Best
Carry
50
60Best
50
Total resource cost
400
840
290Best
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,600
1,960
1,120Best
Espionage
RomansEquites Legati
VikingsViking Scout
HunsScout Rider
EspionageRomansVikingsHuns
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
15
20Best
Defense vs cavalry
10Best
8
10Best
Speed (tiles/h)
16
10
19Best
Carry
0Best
0Best
0Best
Total resource cost
360
355Best
380
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
RomansEquites Caesaris
VikingsHuscarl
HunsElite Rider
Offensive cavalryRomansVikingsHuns
Attack
180
165
230Best
Defense vs infantry
80
95Best
90
Defense vs cavalry
105Best
100
65
Speed (tiles/h)
10
10
13Best
Carry
70
75Best
70
Total resource cost
2,170
2,105Best
2,390
Upkeep (crop/h)
4
3Best
4
Base training (seconds)
3,520
3,300Best
3,520
Defensive cavalry
RomansEquites Caesaris
VikingsHuscarl
HunsElite Rider
Defensive cavalryRomansVikingsHuns
Attack
180
165
230Best
Defense vs infantry
80
95Best
90
Defense vs cavalry
105Best
100
65
Speed (tiles/h)
10
10
13Best
Carry
70
75Best
70
Total resource cost
2,170
2,105Best
2,390
Upkeep (crop/h)
4
3Best
4
Base training (seconds)
3,520
3,300Best
3,520
Ram
RomansBattering Ram
VikingsRam
HunsRam
RamRomansVikingsHuns
Attack
60
65Best
65Best
Defense vs infantry
30
35Best
30
Defense vs cavalry
75
80
90Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830
1,940
1,820Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,700
4,400Best
Catapult
RomansFire Catapult
VikingsCatapult
HunsCatapult
CatapultRomansVikingsHuns
Attack
75Best
55
45
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
3,000
2,910Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
VikingsJarl
HunsTribal Chief
ChiefRomansVikingsHuns
Attack
50Best
50Best
50Best
Defense vs infantry
40
45Best
40
Defense vs cavalry
30
40Best
30
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
140,450
125,100
117,600Best
Upkeep (crop/h)
5
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
RomansSettler
VikingsViking Settler
HunsHun Settler
SettlerRomansVikingsHuns
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
22,600
20,900Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
27,500
28,950

Economy & special mechanics

Economy & special mechanicsRomansVikingsHuns
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
16
18
20Best
Merchant throughput (capacity × speed)
8,000
13,500Best
10,000
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
54.5
34.7
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
  • Big Hospital
  • Barricade
  • Makeshift Wall
  • Command Center

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.

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.

Huns

Command Center

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

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