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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.
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.
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.

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).

MilitarySpartansRomansGauls
Highest attack per combat unitHippeis
195Best
Equites Caesaris
180
Haeduan
140
Highest average defense per combat unitSpartan Rider
105
Equites Caesaris
92.5
Haeduan
107.5Best
Fastest combat unitSpartan Rider
16
Equites Imperatoris
14
Theutates Thunder
19Best
Largest combat-unit carrySpartan Rider
110Best
Equites Imperatoris
100
Theutates Thunder
75
Lowest resource cost per attack pointHomoioi
8.37
Imperian
8.57
Swordsman
8.23Best
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*
SpartansRomansGauls

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.

AxisSpartansRomansGauls
Attack
84.8Best
78.3
60.9
Defense
77.8
68.5
79.6Best
Speed
84.2
73.7
100Best
Logistics
38.9
44.4
100Best
Beginner friendliness*
60
60
100Best

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
RomansLegionnaire
GaulsPhalanx
Starting infantrySpartansRomansGauls
Attack
50Best
40
15
Defense vs infantry
35
35
40Best
Defense vs cavalry
30
50Best
50Best
Speed (tiles/h)
6
6
7Best
Carry
60Best
50
35
Total resource cost
440
400
315Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
1,600
1,040Best
Best anti-cavalry infantry available
SpartansHomoioi
RomansLegionnaire
GaulsPhalanx
Best anti-cavalry infantry availableSpartansRomansGauls
Attack
95Best
40
15
Defense vs infantry
80Best
35
40
Defense vs cavalry
75Best
50
50
Speed (tiles/h)
5
6
7Best
Carry
50Best
50Best
35
Total resource cost
795
400
315Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
2,200
1,600
1,040Best
Espionage
SpartansPerioikoi Scout
RomansEquites Legati
GaulsPathfinder
EspionageSpartansRomansGauls
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
20
Defense vs cavalry
12Best
10
10
Speed (tiles/h)
16
16
17Best
Carry
0Best
0Best
0Best
Total resource cost
445
360Best
380
Upkeep (crop/h)
2Best
2Best
2Best
Base training (seconds)
1,360Best
1,360Best
1,360Best
Offensive cavalry
SpartansHippeis
RomansEquites Caesaris
GaulsHaeduan
Offensive cavalrySpartansRomansGauls
Attack
195Best
180
140
Defense vs infantry
55
80Best
50
Defense vs cavalry
80
105
165Best
Speed (tiles/h)
9
10
13Best
Carry
80Best
70
65
Total resource cost
2,315
2,170
1,965Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,450
3,520
3,120Best
Defensive cavalry
SpartansSpartan Rider
RomansEquites Caesaris
GaulsHaeduan
Defensive cavalrySpartansRomansGauls
Attack
55
180Best
140
Defense vs infantry
120Best
80
50
Defense vs cavalry
90
105
165Best
Speed (tiles/h)
16Best
10
13
Carry
110Best
70
65
Total resource cost
1,440Best
2,170
1,965
Upkeep (crop/h)
2Best
4
3
Base training (seconds)
2,600Best
3,520
3,120
Ram
SpartansRam
RomansBattering Ram
GaulsRam
RamSpartansRomansGauls
Attack
65Best
60
50
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
85
75
105Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,830Best
1,910
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,600Best
5,000
Catapult
SpartansCatapult
RomansFire Catapult
GaulsTrebuchet
CatapultSpartansRomansGauls
Attack
60
75Best
70
Defense vs infantry
55
60Best
45
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
2,990Best
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
RomansSenator
GaulsChieftain
ChiefSpartansRomansGauls
Attack
45
50Best
40
Defense vs infantry
50Best
40
50Best
Defense vs cavalry
45
30
50Best
Speed (tiles/h)
4
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
127,730Best
140,450
144,650
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
RomansSettler
GaulsSettler
SettlerSpartansRomansGauls
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
23,800
22,700
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900
26,900
22,700Best

Economy & special mechanics

Economy & special mechanicsSpartansRomansGauls
Merchant capacity (resources)
500
500
750Best
Merchant speed (tiles/h)
14
16
24Best
Merchant throughput (capacity × speed)
7,000
8,000
18,000Best
Base simultaneous construction jobs
1
2Best
1
Cranny protection, level 10 (each resource)
1,000
1,000
2,000Best
Wall troop bonus, level 20 (%)
73.7
80.6Best
63.9
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25
20–30Best
20–25
Tribe-specific buildings
  • Defensive Wall
  • Big Hospital
  • City Wall
  • Horse Drinking Trough
  • Palisade
  • Trapper

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.

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.

Gauls

Trapper

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

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