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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.EgyptiansThree tribes selected. Remove one to add another.HunsSpartansVikings

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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.
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).

MilitarySpartansHunsVikings
Highest attack per combat unitHippeis
195
Elite Rider
230Best
Huscarl
165
Highest average defense per combat unitSpartan Rider
105Best
Elite Rider
77.5
Huscarl
97.5
Fastest combat unitSpartan Rider
16Best
Horse Archer
16Best
Viking Rider
12
Largest combat-unit carrySpartan Rider
110Best
Steppe Rider
105
Viking Rider
90
Lowest resource cost per attack pointHomoioi
8.37
Horse Archer
7.46
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*
SpartansHunsVikings

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.

AxisSpartansHunsVikings
Attack
84.8
100Best
71.7
Defense
77.8Best
57.4
72.2
Speed
84.2Best
84.2Best
63.2
Logistics
38.9
55.6
75Best
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
VikingsViking Raider
Starting infantrySpartansHunsVikings
Attack
50Best
35
45
Defense vs infantry
35
40Best
30
Defense vs cavalry
30Best
30Best
15
Speed (tiles/h)
6
6
7Best
Carry
60
50
70Best
Total resource cost
440
290Best
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
1,120
960Best
Best anti-cavalry infantry available
SpartansHomoioi
HunsHun Warrior
VikingsBerserker
Best anti-cavalry infantry availableSpartansHunsVikings
Attack
95
35
105Best
Defense vs infantry
80Best
40
45
Defense vs cavalry
75Best
30
30
Speed (tiles/h)
5
6Best
6Best
Carry
50
50
60Best
Total resource cost
795
290Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
2,200
1,120Best
1,960
Espionage
SpartansPerioikoi Scout
HunsScout Rider
VikingsViking Scout
EspionageSpartansHunsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
15
Defense vs cavalry
12Best
10
8
Speed (tiles/h)
16
19Best
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
HunsElite Rider
VikingsHuscarl
Offensive cavalrySpartansHunsVikings
Attack
195
230Best
165
Defense vs infantry
55
90
95Best
Defense vs cavalry
80
65
100Best
Speed (tiles/h)
9
13Best
10
Carry
80Best
70
75
Total resource cost
2,315
2,390
2,105Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,450
3,520
3,300Best
Defensive cavalry
SpartansSpartan Rider
HunsElite Rider
VikingsHuscarl
Defensive cavalrySpartansHunsVikings
Attack
55
230Best
165
Defense vs infantry
120Best
90
95
Defense vs cavalry
90
65
100Best
Speed (tiles/h)
16Best
13
10
Carry
110Best
70
75
Total resource cost
1,440Best
2,390
2,105
Upkeep (crop/h)
2Best
4
3
Base training (seconds)
2,600Best
3,520
3,300
Ram
SpartansRam
HunsRam
VikingsRam
RamSpartansHunsVikings
Attack
65Best
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
85
90Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,820Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,400Best
4,700
Catapult
SpartansCatapult
HunsCatapult
VikingsCatapult
CatapultSpartansHunsVikings
Attack
60Best
45
55
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
2,910Best
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
HunsTribal Chief
VikingsJarl
ChiefSpartansHunsVikings
Attack
45
50Best
50Best
Defense vs infantry
50Best
40
45
Defense vs cavalry
45Best
30
40
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
127,730
117,600Best
125,100
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
HunsHun Settler
VikingsViking Settler
SettlerSpartansHunsVikings
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
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
28,950
27,500

Economy & special mechanics

Economy & special mechanicsSpartansHunsVikings
Merchant capacity (resources)
500
500
750Best
Merchant speed (tiles/h)
14
20Best
18
Merchant throughput (capacity × speed)
7,000
10,000
13,500Best
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
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
  • Makeshift Wall
  • Command Center
  • 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.

Huns

Command Center

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

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