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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.SpartansThree 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.
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).

MilitaryRomansVikingsTeutons
Highest attack per combat unitEquites Caesaris
180Best
Huscarl
165
Teutonic Knight
150
Highest average defense per combat unitEquites Caesaris
92.5
Huscarl
97.5Best
Paladin
70
Fastest combat unitEquites Imperatoris
14Best
Viking Rider
12
Paladin
10
Largest combat-unit carryEquites Imperatoris
100
Viking Rider
90
Paladin
110Best
Lowest resource cost per attack pointImperian
8.57
Viking Raider
6.44
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*
RomansVikingsTeutons

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.

AxisRomansVikingsTeutons
Attack
78.3Best
71.7
65.2
Defense
68.5
72.2Best
51.9
Speed
73.7Best
63.2
52.6
Logistics
44.4
75Best
66.7
Beginner friendliness*
60Best
40
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
VikingsViking Raider
TeutonsClubswinger
Starting infantryRomansVikingsTeutons
Attack
40
45Best
40
Defense vs infantry
35Best
30
20
Defense vs cavalry
50Best
15
5
Speed (tiles/h)
6
7Best
7Best
Carry
50
70Best
60
Total resource cost
400
290
250Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,600
960
720Best
Best anti-cavalry infantry available
RomansLegionnaire
VikingsBerserker
TeutonsSpearman
Best anti-cavalry infantry availableRomansVikingsTeutons
Attack
40
105Best
10
Defense vs infantry
35
45Best
35
Defense vs cavalry
50
30
60Best
Speed (tiles/h)
6
6
7Best
Carry
50
60Best
40
Total resource cost
400
840
340Best
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,600
1,960
1,120Best
Espionage
RomansEquites Legati
VikingsViking Scout
TeutonsScout
EspionageRomansVikingsTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
20Best
15
10
Defense vs cavalry
10Best
8
5
Speed (tiles/h)
16Best
10
9
Carry
0Best
0Best
0Best
Total resource cost
360
355Best
360
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,360
1,120Best
1,120Best
Offensive cavalry
RomansEquites Caesaris
VikingsHuscarl
TeutonsTeutonic Knight
Offensive cavalryRomansVikingsTeutons
Attack
180Best
165
150
Defense vs infantry
80
95Best
50
Defense vs cavalry
105Best
100
75
Speed (tiles/h)
10Best
10Best
9
Carry
70
75
80Best
Total resource cost
2,170
2,105
1,525Best
Upkeep (crop/h)
4
3Best
3Best
Base training (seconds)
3,520
3,300
2,960Best
Defensive cavalry
RomansEquites Caesaris
VikingsHuscarl
TeutonsPaladin
Defensive cavalryRomansVikingsTeutons
Attack
180Best
165
55
Defense vs infantry
80
95
100Best
Defense vs cavalry
105Best
100
40
Speed (tiles/h)
10Best
10Best
10Best
Carry
70
75
110Best
Total resource cost
2,170
2,105
1,005Best
Upkeep (crop/h)
4
3
2Best
Base training (seconds)
3,520
3,300
2,400Best
Ram
RomansBattering Ram
VikingsRam
TeutonsRam
RamRomansVikingsTeutons
Attack
60
65Best
65Best
Defense vs infantry
30
35Best
30
Defense vs cavalry
75
80Best
80Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,830
1,940
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,700
4,200Best
Catapult
RomansFire Catapult
VikingsCatapult
TeutonsCatapult
CatapultRomansVikingsTeutons
Attack
75Best
55
50
Defense vs infantry
60Best
60Best
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,990
3,000
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
RomansSenator
VikingsJarl
TeutonsChief
ChiefRomansVikingsTeutons
Attack
50Best
50Best
40
Defense vs infantry
40
45
60Best
Defense vs cavalry
30
40Best
40Best
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
140,450
125,100
114,300Best
Upkeep (crop/h)
5
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
RomansSettler
VikingsViking Settler
TeutonsSettler
SettlerRomansVikingsTeutons
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
22,600Best
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
27,500
31,000

Economy & special mechanics

Economy & special mechanicsRomansVikingsTeutons
Merchant capacity (resources)
500
750
1,000Best
Merchant speed (tiles/h)
16
18Best
12
Merchant throughput (capacity × speed)
8,000
13,500Best
12,000
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
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
  • Big Hospital
  • Barricade
  • 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.

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.

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