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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.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.
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.
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).

MilitarySpartansTeutonsVikings
Highest attack per combat unitHippeis
195Best
Teutonic Knight
150
Huscarl
165
Highest average defense per combat unitSpartan Rider
105Best
Paladin
70
Huscarl
97.5
Fastest combat unitSpartan Rider
16Best
Paladin
10
Viking Rider
12
Largest combat-unit carrySpartan Rider
110Best
Paladin
110Best
Viking Rider
90
Lowest resource cost per attack pointHomoioi
8.37
Clubswinger
6.25Best
Viking Raider
6.44
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*
SpartansTeutonsVikings

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.

AxisSpartansTeutonsVikings
Attack
84.8Best
65.2
71.7
Defense
77.8Best
51.9
72.2
Speed
84.2Best
52.6
63.2
Logistics
38.9
66.7
75Best
Beginner friendliness*
60Best
40
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
TeutonsClubswinger
VikingsViking Raider
Starting infantrySpartansTeutonsVikings
Attack
50Best
40
45
Defense vs infantry
35Best
20
30
Defense vs cavalry
30Best
5
15
Speed (tiles/h)
6
7Best
7Best
Carry
60
60
70Best
Total resource cost
440
250Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
720Best
960
Best anti-cavalry infantry available
SpartansHomoioi
TeutonsSpearman
VikingsBerserker
Best anti-cavalry infantry availableSpartansTeutonsVikings
Attack
95
10
105Best
Defense vs infantry
80Best
35
45
Defense vs cavalry
75Best
60
30
Speed (tiles/h)
5
7Best
6
Carry
50
40
60Best
Total resource cost
795
340Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
2,200
1,120Best
1,960
Espionage
SpartansPerioikoi Scout
TeutonsScout
VikingsViking Scout
EspionageSpartansTeutonsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
10
15
Defense vs cavalry
12Best
5
8
Speed (tiles/h)
16Best
9
10
Carry
0Best
0Best
0Best
Total resource cost
445
360
355Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,360
1,120Best
1,120Best
Offensive cavalry
SpartansHippeis
TeutonsTeutonic Knight
VikingsHuscarl
Offensive cavalrySpartansTeutonsVikings
Attack
195Best
150
165
Defense vs infantry
55
50
95Best
Defense vs cavalry
80
75
100Best
Speed (tiles/h)
9
9
10Best
Carry
80Best
80Best
75
Total resource cost
2,315
1,525Best
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,450
2,960Best
3,300
Defensive cavalry
SpartansSpartan Rider
TeutonsPaladin
VikingsHuscarl
Defensive cavalrySpartansTeutonsVikings
Attack
55
55
165Best
Defense vs infantry
120Best
100
95
Defense vs cavalry
90
40
100Best
Speed (tiles/h)
16Best
10
10
Carry
110Best
110Best
75
Total resource cost
1,440
1,005Best
2,105
Upkeep (crop/h)
2Best
2Best
3
Base training (seconds)
2,600
2,400Best
3,300
Ram
SpartansRam
TeutonsRam
VikingsRam
RamSpartansTeutonsVikings
Attack
65Best
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
85Best
80
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,720Best
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600
4,200Best
4,700
Catapult
SpartansCatapult
TeutonsCatapult
VikingsCatapult
CatapultSpartansTeutonsVikings
Attack
60Best
50
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
2,760Best
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
TeutonsChief
VikingsJarl
ChiefSpartansTeutonsVikings
Attack
45
40
50Best
Defense vs infantry
50
60Best
45
Defense vs cavalry
45Best
40
40
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
127,730
114,300Best
125,100
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
70,500Best
90,700
Settler
SpartansSpartan Settler
TeutonsSettler
VikingsViking Settler
SettlerSpartansTeutonsVikings
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
21,540Best
25,000
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
31,000
27,500

Economy & special mechanics

Economy & special mechanicsSpartansTeutonsVikings
Merchant capacity (resources)
500
1,000Best
750
Merchant speed (tiles/h)
14
12
18Best
Merchant throughput (capacity × speed)
7,000
12,000
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
48.6
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
  • Earth Wall
  • Brewery
  • 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.

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.

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