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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.RomansTeutonsThree 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.
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.
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).

MilitarySpartansRomansVikings
Highest attack per combat unitHippeis
195Best
Equites Caesaris
180
Huscarl
165
Highest average defense per combat unitSpartan Rider
105Best
Equites Caesaris
92.5
Huscarl
97.5
Fastest combat unitSpartan Rider
16Best
Equites Imperatoris
14
Viking Rider
12
Largest combat-unit carrySpartan Rider
110Best
Equites Imperatoris
100
Viking Rider
90
Lowest resource cost per attack pointHomoioi
8.37
Imperian
8.57
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*
SpartansRomansVikings

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.

AxisSpartansRomansVikings
Attack
84.8Best
78.3
71.7
Defense
77.8Best
68.5
72.2
Speed
84.2Best
73.7
63.2
Logistics
38.9
44.4
75Best
Beginner friendliness*
60Best
60Best
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
RomansLegionnaire
VikingsViking Raider
Starting infantrySpartansRomansVikings
Attack
50Best
40
45
Defense vs infantry
35Best
35Best
30
Defense vs cavalry
30
50Best
15
Speed (tiles/h)
6
6
7Best
Carry
60
50
70Best
Total resource cost
440
400
290Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
1,600
960Best
Best anti-cavalry infantry available
SpartansHomoioi
RomansLegionnaire
VikingsBerserker
Best anti-cavalry infantry availableSpartansRomansVikings
Attack
95
40
105Best
Defense vs infantry
80Best
35
45
Defense vs cavalry
75Best
50
30
Speed (tiles/h)
5
6Best
6Best
Carry
50
50
60Best
Total resource cost
795
400Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
2,200
1,600Best
1,960
Espionage
SpartansPerioikoi Scout
RomansEquites Legati
VikingsViking Scout
EspionageSpartansRomansVikings
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
20
15
Defense vs cavalry
12Best
10
8
Speed (tiles/h)
16Best
16Best
10
Carry
0Best
0Best
0Best
Total resource cost
445
360
355Best
Upkeep (crop/h)
2
2
1Best
Base training (seconds)
1,360
1,360
1,120Best
Offensive cavalry
SpartansHippeis
RomansEquites Caesaris
VikingsHuscarl
Offensive cavalrySpartansRomansVikings
Attack
195Best
180
165
Defense vs infantry
55
80
95Best
Defense vs cavalry
80
105Best
100
Speed (tiles/h)
9
10Best
10Best
Carry
80Best
70
75
Total resource cost
2,315
2,170
2,105Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,450
3,520
3,300Best
Defensive cavalry
SpartansSpartan Rider
RomansEquites Caesaris
VikingsHuscarl
Defensive cavalrySpartansRomansVikings
Attack
55
180Best
165
Defense vs infantry
120Best
80
95
Defense vs cavalry
90
105Best
100
Speed (tiles/h)
16Best
10
10
Carry
110Best
70
75
Total resource cost
1,440Best
2,170
2,105
Upkeep (crop/h)
2Best
4
3
Base training (seconds)
2,600Best
3,520
3,300
Ram
SpartansRam
RomansBattering Ram
VikingsRam
RamSpartansRomansVikings
Attack
65Best
60
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
85Best
75
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,830Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,600Best
4,700
Catapult
SpartansCatapult
RomansFire Catapult
VikingsCatapult
CatapultSpartansRomansVikings
Attack
60
75Best
55
Defense vs infantry
55
60Best
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,130
2,990Best
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
RomansSenator
VikingsJarl
ChiefSpartansRomansVikings
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
140,450
125,100Best
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
RomansSettler
VikingsViking Settler
SettlerSpartansRomansVikings
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
23,800
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
26,900Best
27,500

Economy & special mechanics

Economy & special mechanicsSpartansRomansVikings
Merchant capacity (resources)
500
500
750Best
Merchant speed (tiles/h)
14
16
18Best
Merchant throughput (capacity × speed)
7,000
8,000
13,500Best
Base simultaneous construction jobs
1
2Best
1
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
73.7
80.6Best
54.5
Hospital recovery share (%)
50Best
40
50Best
Wounded storage per hospital level
60Best
30
60Best
Base chief loyalty reduction
20–25
20–30Best
20–25
Tribe-specific buildings
  • Defensive Wall
  • Big Hospital
  • City Wall
  • Horse Drinking Trough
  • 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.

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.

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