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.RomansTeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree 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

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.
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.

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).

MilitarySpartansEgyptiansRomans
Highest attack per combat unitHippeis
195Best
Royal Chariot
110
Equites Caesaris
180
Highest average defense per combat unitSpartan Rider
105
Royal Chariot
135Best
Equites Caesaris
92.5
Fastest combat unitSpartan Rider
16Best
Chariot
15
Equites Imperatoris
14
Largest combat-unit carrySpartan Rider
110Best
Royal Chariot
70
Equites Imperatoris
100
Lowest resource cost per attack pointHomoioi
8.37Best
Egyptian Fighter
14
Imperian
8.57
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*
SpartansEgyptiansRomans

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.

AxisSpartansEgyptiansRomans
Attack
84.8Best
47.8
78.3
Defense
77.8
100Best
68.5
Speed
84.2Best
78.9
73.7
Logistics
38.9
66.7Best
44.4
Beginner friendliness*
60
80Best
60

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
RomansLegionnaire
Starting infantrySpartansEgyptiansRomans
Attack
50Best
10
40
Defense vs infantry
35Best
30
35Best
Defense vs cavalry
30
20
50Best
Speed (tiles/h)
6
7Best
6
Carry
60Best
20
50
Total resource cost
440
165Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
640Best
1,600
Best anti-cavalry infantry available
SpartansHomoioi
EgyptiansTemple Guardian
RomansLegionnaire
Best anti-cavalry infantry availableSpartansEgyptiansRomans
Attack
95Best
25
40
Defense vs infantry
80
110Best
35
Defense vs cavalry
75
80Best
50
Speed (tiles/h)
5
6Best
6Best
Carry
50Best
35
50Best
Total resource cost
795
650
400Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
2,200
1,760
1,600Best
Espionage
SpartansPerioikoi Scout
EgyptiansHorse Scout
RomansEquites Legati
EspionageSpartansEgyptiansRomans
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
20
Defense vs cavalry
12Best
10
10
Speed (tiles/h)
16Best
16Best
16Best
Carry
0Best
0Best
0Best
Total resource cost
445
380
360Best
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
SpartansHippeis
EgyptiansRoyal Chariot
RomansEquites Caesaris
Offensive cavalrySpartansEgyptiansRomans
Attack
195Best
110
180
Defense vs infantry
55
120Best
80
Defense vs cavalry
80
150Best
105
Speed (tiles/h)
9
10Best
10Best
Carry
80Best
70
70
Total resource cost
2,315
1,800Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,450
3,120Best
3,520
Defensive cavalry
SpartansSpartan Rider
EgyptiansRoyal Chariot
RomansEquites Caesaris
Defensive cavalrySpartansEgyptiansRomans
Attack
55
110
180Best
Defense vs infantry
120Best
120Best
80
Defense vs cavalry
90
150Best
105
Speed (tiles/h)
16Best
10
10
Carry
110Best
70
70
Total resource cost
1,440Best
1,800
2,170
Upkeep (crop/h)
2Best
3
4
Base training (seconds)
2,600Best
3,120
3,520
Ram
SpartansRam
EgyptiansRam
RomansBattering Ram
RamSpartansEgyptiansRomans
Attack
65Best
55
60
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
85
95Best
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,990
1,830Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,800
4,600Best
Catapult
SpartansCatapult
EgyptiansCatapult
RomansFire Catapult
CatapultSpartansEgyptiansRomans
Attack
60
65
75Best
Defense vs infantry
55
55
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
3,250
2,990Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
EgyptiansNomarch
RomansSenator
ChiefSpartansEgyptiansRomans
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
127,730Best
160,000
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
EgyptiansEgyptian Settler
RomansSettler
SettlerSpartansEgyptiansRomans
Attack
10Best
0
0
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
21,000Best
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
24,800Best
26,900

Economy & special mechanics

Economy & special mechanicsSpartansEgyptiansRomans
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
14
16Best
16Best
Merchant throughput (capacity × speed)
7,000
12,000Best
8,000
Base simultaneous construction jobs
1
1
2Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
73.7
80.6Best
80.6Best
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Defensive Wall
  • Big Hospital
  • Stone Wall
  • Waterworks
  • City Wall
  • Horse Drinking Trough

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.

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.

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