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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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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.
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.
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.

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).

MilitarySpartansVikingsRomans
Highest attack per combat unitHippeis
195Best
Huscarl
165
Equites Caesaris
180
Highest average defense per combat unitSpartan Rider
105Best
Huscarl
97.5
Equites Caesaris
92.5
Fastest combat unitSpartan Rider
16Best
Viking Rider
12
Equites Imperatoris
14
Largest combat-unit carrySpartan Rider
110Best
Viking Rider
90
Equites Imperatoris
100
Lowest resource cost per attack pointHomoioi
8.37
Viking Raider
6.44Best
Imperian
8.57
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*
SpartansVikingsRomans

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.

AxisSpartansVikingsRomans
Attack
84.8Best
71.7
78.3
Defense
77.8Best
72.2
68.5
Speed
84.2Best
63.2
73.7
Logistics
38.9
75Best
44.4
Beginner friendliness*
60Best
40
60Best

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
VikingsViking Raider
RomansLegionnaire
Starting infantrySpartansVikingsRomans
Attack
50Best
45
40
Defense vs infantry
35Best
30
35Best
Defense vs cavalry
30
15
50Best
Speed (tiles/h)
6
7Best
6
Carry
60
70Best
50
Total resource cost
440
290Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,700
960Best
1,600
Best anti-cavalry infantry available
SpartansHomoioi
VikingsBerserker
RomansLegionnaire
Best anti-cavalry infantry availableSpartansVikingsRomans
Attack
95
105Best
40
Defense vs infantry
80Best
45
35
Defense vs cavalry
75Best
30
50
Speed (tiles/h)
5
6Best
6Best
Carry
50
60Best
50
Total resource cost
795
840
400Best
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
2,200
1,960
1,600Best
Espionage
SpartansPerioikoi Scout
VikingsViking Scout
RomansEquites Legati
EspionageSpartansVikingsRomans
Attack
0Best
0Best
0Best
Defense vs infantry
25Best
15
20
Defense vs cavalry
12Best
8
10
Speed (tiles/h)
16Best
10
16Best
Carry
0Best
0Best
0Best
Total resource cost
445
355Best
360
Upkeep (crop/h)
2
1Best
2
Base training (seconds)
1,360
1,120Best
1,360
Offensive cavalry
SpartansHippeis
VikingsHuscarl
RomansEquites Caesaris
Offensive cavalrySpartansVikingsRomans
Attack
195Best
165
180
Defense vs infantry
55
95Best
80
Defense vs cavalry
80
100
105Best
Speed (tiles/h)
9
10Best
10Best
Carry
80Best
75
70
Total resource cost
2,315
2,105Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,450
3,300Best
3,520
Defensive cavalry
SpartansSpartan Rider
VikingsHuscarl
RomansEquites Caesaris
Defensive cavalrySpartansVikingsRomans
Attack
55
165
180Best
Defense vs infantry
120Best
95
80
Defense vs cavalry
90
100
105Best
Speed (tiles/h)
16Best
10
10
Carry
110Best
75
70
Total resource cost
1,440Best
2,105
2,170
Upkeep (crop/h)
2Best
3
4
Base training (seconds)
2,600Best
3,300
3,520
Ram
SpartansRam
VikingsRam
RomansBattering Ram
RamSpartansVikingsRomans
Attack
65Best
65Best
60
Defense vs infantry
30
35Best
30
Defense vs cavalry
85Best
80
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,995
1,940
1,830Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,600Best
4,700
4,600Best
Catapult
SpartansCatapult
VikingsCatapult
RomansFire Catapult
CatapultSpartansVikingsRomans
Attack
60
55
75Best
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
3,000
2,990Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
SpartansEphor
VikingsJarl
RomansSenator
ChiefSpartansVikingsRomans
Attack
45
50Best
50Best
Defense vs infantry
50Best
45
40
Defense vs cavalry
45Best
40
30
Speed (tiles/h)
4
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
127,730
125,100Best
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
SpartansSpartan Settler
VikingsViking Settler
RomansSettler
SettlerSpartansVikingsRomans
Attack
10Best
10Best
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
22,600
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
26,900Best
27,500
26,900Best

Economy & special mechanics

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

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.

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.

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.

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