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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

GaulsRomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansThree tribes selected. Remove one to add another.HunsThree tribes selected. Remove one to add another.SpartansVikings

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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.
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.

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).

MilitarySpartansGaulsVikings
Highest attack per combat unitHippeis
195Best
Haeduan
140
Huscarl
165
Highest average defense per combat unitSpartan Rider
105
Haeduan
107.5Best
Huscarl
97.5
Fastest combat unitSpartan Rider
16
Theutates Thunder
19Best
Viking Rider
12
Largest combat-unit carrySpartan Rider
110Best
Theutates Thunder
75
Viking Rider
90
Lowest resource cost per attack pointHomoioi
8.37
Swordsman
8.23
Viking Raider
6.44Best
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*
SpartansGaulsVikings

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.

AxisSpartansGaulsVikings
Attack
84.8Best
60.9
71.7
Defense
77.8
79.6Best
72.2
Speed
84.2
100Best
63.2
Logistics
38.9
100Best
75
Beginner friendliness*
60
100Best
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
SpartansSpartan Hoplite
GaulsPhalanx
VikingsViking Raider
Starting infantrySpartansGaulsVikings
Attack
50Best
15
45
Defense vs infantry
35
40Best
30
Defense vs cavalry
30
50Best
15
Speed (tiles/h)
6
7Best
7Best
Carry
60
35
70Best
Total resource cost
440
315
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
1,040
960Best
Best anti-cavalry infantry available
SpartansHomoioi
GaulsPhalanx
VikingsBerserker
Best anti-cavalry infantry availableSpartansGaulsVikings
Attack
95
15
105Best
Defense vs infantry
80Best
40
45
Defense vs cavalry
75Best
50
30
Speed (tiles/h)
5
7Best
6
Carry
50
35
60Best
Total resource cost
795
315Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
2,200
1,040Best
1,960
Espionage
SpartansPerioikoi Scout
GaulsPathfinder
VikingsViking Scout
EspionageSpartansGaulsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
15
Defense vs cavalry
12Best
10
8
Speed (tiles/h)
16
17Best
10
Carry
0Best
0Best
0Best
Total resource cost
445
380
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
SpartansHippeis
GaulsHaeduan
VikingsHuscarl
Offensive cavalrySpartansGaulsVikings
Attack
195Best
140
165
Defense vs infantry
55
50
95Best
Defense vs cavalry
80
165Best
100
Speed (tiles/h)
9
13Best
10
Carry
80Best
65
75
Total resource cost
2,315
1,965Best
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,450
3,120Best
3,300
Defensive cavalry
SpartansSpartan Rider
GaulsHaeduan
VikingsHuscarl
Defensive cavalrySpartansGaulsVikings
Attack
55
140
165Best
Defense vs infantry
120Best
50
95
Defense vs cavalry
90
165Best
100
Speed (tiles/h)
16Best
13
10
Carry
110Best
65
75
Total resource cost
1,440Best
1,965
2,105
Upkeep (crop/h)
2Best
3
3
Base training (seconds)
2,600Best
3,120
3,300
Ram
SpartansRam
GaulsRam
VikingsRam
RamSpartansGaulsVikings
Attack
65Best
50
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
85
105Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,910Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
5,000
4,700
Catapult
SpartansCatapult
GaulsTrebuchet
VikingsCatapult
CatapultSpartansGaulsVikings
Attack
60
70Best
55
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
3,000Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
GaulsChieftain
VikingsJarl
ChiefSpartansGaulsVikings
Attack
45
40
50Best
Defense vs infantry
50Best
50Best
45
Defense vs cavalry
45
50Best
40
Speed (tiles/h)
4
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
127,730
144,650
125,100Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
GaulsSettler
VikingsViking Settler
SettlerSpartansGaulsVikings
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
21,540Best
22,700
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
22,700Best
27,500

Economy & special mechanics

Economy & special mechanicsSpartansGaulsVikings
Merchant capacity (resources)
500
750Best
750Best
Merchant speed (tiles/h)
14
24Best
18
Merchant throughput (capacity × speed)
7,000
18,000Best
13,500
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
2,000Best
1,000
Wall troop bonus, level 20 (%)
73.7Best
63.9
54.5
Hospital recovery share (%)
50Best
40
50Best
Wounded storage per hospital level
60Best
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Defensive Wall
  • Big Hospital
  • Palisade
  • Trapper
  • Big Hospital
  • Barricade

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.

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.

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