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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.RomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsSpartansVikingsThree tribes selected. Remove one to add another.

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Overview

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.
Egyptians portrait

Egyptians

Economy

For beginners: Approachable

Strengths

  • Armed Slaves have a low resource cost and short base training time.
  • Temple Guardians provide strong infantry defense per unit.
  • Waterworks can improve annexed oasis bonuses after its prerequisites are met.

Weaknesses

  • Low-cost troops still consume crop.
  • The starting unit has little attack power.
  • Waterworks is a developed-village investment, not a free starting bonus.
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).

MilitarySpartansEgyptiansHuns
Highest attack per combat unitHippeis
195
Royal Chariot
110
Elite Rider
230Best
Highest average defense per combat unitSpartan Rider
105
Royal Chariot
135Best
Elite Rider
77.5
Fastest combat unitSpartan Rider
16Best
Chariot
15
Horse Archer
16Best
Largest combat-unit carrySpartan Rider
110Best
Royal Chariot
70
Steppe Rider
105
Lowest resource cost per attack pointHomoioi
8.37
Egyptian Fighter
14
Horse Archer
7.46Best
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*
SpartansEgyptiansHuns

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.

AxisSpartansEgyptiansHuns
Attack
84.8
47.8
100Best
Defense
77.8
100Best
57.4
Speed
84.2Best
78.9
84.2Best
Logistics
38.9
66.7Best
55.6
Beginner friendliness*
60
80Best
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
SpartansSpartan Hoplite
EgyptiansArmed Slave
HunsHun Warrior
Starting infantrySpartansEgyptiansHuns
Attack
50Best
10
35
Defense vs infantry
35
30
40Best
Defense vs cavalry
30Best
20
30Best
Speed (tiles/h)
6
7Best
6
Carry
60Best
20
50
Total resource cost
440
165Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
640Best
1,120
Best anti-cavalry infantry available
SpartansHomoioi
EgyptiansTemple Guardian
HunsHun Warrior
Best anti-cavalry infantry availableSpartansEgyptiansHuns
Attack
95Best
25
35
Defense vs infantry
80
110Best
40
Defense vs cavalry
75
80Best
30
Speed (tiles/h)
5
6Best
6Best
Carry
50Best
35
50Best
Total resource cost
795
650
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
2,200
1,760
1,120Best
Espionage
SpartansPerioikoi Scout
EgyptiansHorse Scout
HunsScout Rider
EspionageSpartansEgyptiansHuns
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
20
Defense vs cavalry
12Best
10
10
Speed (tiles/h)
16
16
19Best
Carry
0Best
0Best
0Best
Total resource cost
445
380Best
380Best
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
SpartansHippeis
EgyptiansRoyal Chariot
HunsElite Rider
Offensive cavalrySpartansEgyptiansHuns
Attack
195
110
230Best
Defense vs infantry
55
120Best
90
Defense vs cavalry
80
150Best
65
Speed (tiles/h)
9
10
13Best
Carry
80Best
70
70
Total resource cost
2,315
1,800Best
2,390
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,450
3,120Best
3,520
Defensive cavalry
SpartansSpartan Rider
EgyptiansRoyal Chariot
HunsElite Rider
Defensive cavalrySpartansEgyptiansHuns
Attack
55
110
230Best
Defense vs infantry
120Best
120Best
90
Defense vs cavalry
90
150Best
65
Speed (tiles/h)
16Best
10
13
Carry
110Best
70
70
Total resource cost
1,440Best
1,800
2,390
Upkeep (crop/h)
2Best
3
4
Base training (seconds)
2,600Best
3,120
3,520
Ram
SpartansRam
EgyptiansRam
HunsRam
RamSpartansEgyptiansHuns
Attack
65Best
55
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
85
95Best
90
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,990
1,820Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,800
4,400Best
Catapult
SpartansCatapult
EgyptiansCatapult
HunsCatapult
CatapultSpartansEgyptiansHuns
Attack
60
65Best
45
Defense vs infantry
55Best
55Best
55Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
3,250
2,910Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
EgyptiansNomarch
HunsTribal Chief
ChiefSpartansEgyptiansHuns
Attack
45
40
50Best
Defense vs infantry
50Best
50Best
40
Defense vs cavalry
45
50Best
30
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
127,730
160,000
117,600Best
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
EgyptiansEgyptian Settler
HunsHun Settler
SettlerSpartansEgyptiansHuns
Attack
10Best
0
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
21,540
21,000
20,900Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
24,800Best
28,950

Economy & special mechanics

Economy & special mechanicsSpartansEgyptiansHuns
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
14
16
20Best
Merchant throughput (capacity × speed)
7,000
12,000Best
10,000
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
73.7
80.6Best
34.7
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Defensive Wall
  • Big Hospital
  • Stone Wall
  • Waterworks
  • 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.

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.

Egyptians

Waterworks

Waterworks increases the annexed oasis bonus by 5% relative per level: a 25% resource bonus becomes 50% at level 20. It requires a level 10 Hero’s Mansion.

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