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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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GaulsRomansTeutonsThree tribes selected. Remove one to add another.EgyptiansThree tribes selected. Remove one to add another.HunsThree tribes selected. Remove one to add another.SpartansVikingsThree 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.
Gauls portrait

Gauls

Defense

For beginners: Approachable

Strengths

  • The Phalanx offers a practical defensive foundation.
  • Theutates Thunder gives this roster a fast raiding option.
  • Enhanced Cranny protection and the Trapper support a guarded opening.

Weaknesses

  • Starting infantry has low attack power.
  • Fast cavalry still needs research, infrastructure and resources.
  • Traps and protected resources do not replace an army or allies.
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).

MilitarySpartansGaulsRomans
Highest attack per combat unitHippeis
195Best
Haeduan
140
Equites Caesaris
180
Highest average defense per combat unitSpartan Rider
105
Haeduan
107.5Best
Equites Caesaris
92.5
Fastest combat unitSpartan Rider
16
Theutates Thunder
19Best
Equites Imperatoris
14
Largest combat-unit carrySpartan Rider
110Best
Theutates Thunder
75
Equites Imperatoris
100
Lowest resource cost per attack pointHomoioi
8.37
Swordsman
8.23Best
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*
SpartansGaulsRomans

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.

AxisSpartansGaulsRomans
Attack
84.8Best
60.9
78.3
Defense
77.8
79.6Best
68.5
Speed
84.2
100Best
73.7
Logistics
38.9
100Best
44.4
Beginner friendliness*
60
100Best
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
GaulsPhalanx
RomansLegionnaire
Starting infantrySpartansGaulsRomans
Attack
50Best
15
40
Defense vs infantry
35
40Best
35
Defense vs cavalry
30
50Best
50Best
Speed (tiles/h)
6
7Best
6
Carry
60Best
35
50
Total resource cost
440
315Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
1,040Best
1,600
Best anti-cavalry infantry available
SpartansHomoioi
GaulsPhalanx
RomansLegionnaire
Best anti-cavalry infantry availableSpartansGaulsRomans
Attack
95Best
15
40
Defense vs infantry
80Best
40
35
Defense vs cavalry
75Best
50
50
Speed (tiles/h)
5
7Best
6
Carry
50Best
35
50Best
Total resource cost
795
315Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
2,200
1,040Best
1,600
Espionage
SpartansPerioikoi Scout
GaulsPathfinder
RomansEquites Legati
EspionageSpartansGaulsRomans
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
20
Defense vs cavalry
12Best
10
10
Speed (tiles/h)
16
17Best
16
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
GaulsHaeduan
RomansEquites Caesaris
Offensive cavalrySpartansGaulsRomans
Attack
195Best
140
180
Defense vs infantry
55
50
80Best
Defense vs cavalry
80
165Best
105
Speed (tiles/h)
9
13Best
10
Carry
80Best
65
70
Total resource cost
2,315
1,965Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,450
3,120Best
3,520
Defensive cavalry
SpartansSpartan Rider
GaulsHaeduan
RomansEquites Caesaris
Defensive cavalrySpartansGaulsRomans
Attack
55
140
180Best
Defense vs infantry
120Best
50
80
Defense vs cavalry
90
165Best
105
Speed (tiles/h)
16Best
13
10
Carry
110Best
65
70
Total resource cost
1,440Best
1,965
2,170
Upkeep (crop/h)
2Best
3
4
Base training (seconds)
2,600Best
3,120
3,520
Ram
SpartansRam
GaulsRam
RomansBattering Ram
RamSpartansGaulsRomans
Attack
65Best
50
60
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
85
105Best
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,910
1,830Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
5,000
4,600Best
Catapult
SpartansCatapult
GaulsTrebuchet
RomansFire Catapult
CatapultSpartansGaulsRomans
Attack
60
70
75Best
Defense vs infantry
55
45
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
3,130
2,990Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
GaulsChieftain
RomansSenator
ChiefSpartansGaulsRomans
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
144,650
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
GaulsSettler
RomansSettler
SettlerSpartansGaulsRomans
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
21,540Best
22,700
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
22,700Best
26,900

Economy & special mechanics

Economy & special mechanicsSpartansGaulsRomans
Merchant capacity (resources)
500
750Best
500
Merchant speed (tiles/h)
14
24Best
16
Merchant throughput (capacity × speed)
7,000
18,000Best
8,000
Base simultaneous construction jobs
1
1
2Best
Cranny protection, level 10 (each resource)
1,000
2,000Best
1,000
Wall troop bonus, level 20 (%)
73.7
63.9
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
  • Palisade
  • Trapper
  • 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.

Gauls

Trapper

The Trapper captures attacking troops in available traps. It is a defensive tool to support your army and diplomacy.

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