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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.TeutonsEgyptiansThree tribes selected. Remove one to add another.HunsSpartansVikingsThree 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.
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.
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).

MilitarySpartansHunsTeutons
Highest attack per combat unitHippeis
195
Elite Rider
230Best
Teutonic Knight
150
Highest average defense per combat unitSpartan Rider
105Best
Elite Rider
77.5
Paladin
70
Fastest combat unitSpartan Rider
16Best
Horse Archer
16Best
Paladin
10
Largest combat-unit carrySpartan Rider
110Best
Steppe Rider
105
Paladin
110Best
Lowest resource cost per attack pointHomoioi
8.37
Horse Archer
7.46
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*
SpartansHunsTeutons

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.

AxisSpartansHunsTeutons
Attack
84.8
100Best
65.2
Defense
77.8Best
57.4
51.9
Speed
84.2Best
84.2Best
52.6
Logistics
38.9
55.6
66.7Best
Beginner friendliness*
60Best
20
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
HunsHun Warrior
TeutonsClubswinger
Starting infantrySpartansHunsTeutons
Attack
50Best
35
40
Defense vs infantry
35
40Best
20
Defense vs cavalry
30Best
30Best
5
Speed (tiles/h)
6
6
7Best
Carry
60Best
50
60Best
Total resource cost
440
290
250Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
1,120
720Best
Best anti-cavalry infantry available
SpartansHomoioi
HunsHun Warrior
TeutonsSpearman
Best anti-cavalry infantry availableSpartansHunsTeutons
Attack
95Best
35
10
Defense vs infantry
80Best
40
35
Defense vs cavalry
75Best
30
60
Speed (tiles/h)
5
6
7Best
Carry
50Best
50Best
40
Total resource cost
795
290Best
340
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
2,200
1,120Best
1,120Best
Espionage
SpartansPerioikoi Scout
HunsScout Rider
TeutonsScout
EspionageSpartansHunsTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
10
Defense vs cavalry
12Best
10
5
Speed (tiles/h)
16
19Best
9
Carry
0Best
0Best
0Best
Total resource cost
445
380
360Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
SpartansHippeis
HunsElite Rider
TeutonsTeutonic Knight
Offensive cavalrySpartansHunsTeutons
Attack
195
230Best
150
Defense vs infantry
55
90Best
50
Defense vs cavalry
80Best
65
75
Speed (tiles/h)
9
13Best
9
Carry
80Best
70
80Best
Total resource cost
2,315
2,390
1,525Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,450
3,520
2,960Best
Defensive cavalry
SpartansSpartan Rider
HunsElite Rider
TeutonsPaladin
Defensive cavalrySpartansHunsTeutons
Attack
55
230Best
55
Defense vs infantry
120Best
90
100
Defense vs cavalry
90Best
65
40
Speed (tiles/h)
16Best
13
10
Carry
110Best
70
110Best
Total resource cost
1,440
2,390
1,005Best
Upkeep (crop/h)
2Best
4
2Best
Base training (seconds)
2,600
3,520
2,400Best
Ram
SpartansRam
HunsRam
TeutonsRam
RamSpartansHunsTeutons
Attack
65Best
65Best
65Best
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
85
90Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,820
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,400
4,200Best
Catapult
SpartansCatapult
HunsCatapult
TeutonsCatapult
CatapultSpartansHunsTeutons
Attack
60Best
45
50
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
2,910
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
HunsTribal Chief
TeutonsChief
ChiefSpartansHunsTeutons
Attack
45
50Best
40
Defense vs infantry
50
40
60Best
Defense vs cavalry
45Best
30
40
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
127,730
117,600
114,300Best
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
SpartansSpartan Settler
HunsHun Settler
TeutonsSettler
SettlerSpartansHunsTeutons
Attack
10Best
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
21,540
20,900Best
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
28,950
31,000

Economy & special mechanics

Economy & special mechanicsSpartansHunsTeutons
Merchant capacity (resources)
500
500
1,000Best
Merchant speed (tiles/h)
14
20Best
12
Merchant throughput (capacity × speed)
7,000
10,000
12,000Best
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
73.7Best
34.7
48.6
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
  • Makeshift Wall
  • Command Center
  • 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.

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.

Huns

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

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