Skip to content

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

GaulsRomansThree tribes selected. Remove one to add another.TeutonsEgyptiansHunsThree tribes selected. Remove one to add another.SpartansThree tribes selected. Remove one to add another.VikingsThree tribes selected. Remove one to add another.

Add a third tribe to change a pair, then remove one. Selected chips show a check mark. Links preserve your selection.

Share this comparison — Copy the page URL to share this selection.

Overview

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.
Egyptians portrait

Egyptians

Economy

For beginners: Approachable

Strengths

  • Armed Slaves have a low resource cost and short base training time.
  • Temple Guardians provide strong infantry defense per unit.
  • Waterworks can improve annexed oasis bonuses after its prerequisites are met.

Weaknesses

  • Low-cost troops still consume crop.
  • The starting unit has little attack power.
  • Waterworks is a developed-village investment, not a free starting bonus.
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).

MilitaryTeutonsEgyptiansGauls
Highest attack per combat unitTeutonic Knight
150Best
Royal Chariot
110
Haeduan
140
Highest average defense per combat unitPaladin
70
Royal Chariot
135Best
Haeduan
107.5
Fastest combat unitPaladin
10
Chariot
15
Theutates Thunder
19Best
Largest combat-unit carryPaladin
110Best
Royal Chariot
70
Theutates Thunder
75
Lowest resource cost per attack pointClubswinger
6.25Best
Egyptian Fighter
14
Swordsman
8.23
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*
TeutonsEgyptiansGauls

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.

AxisTeutonsEgyptiansGauls
Attack
65.2Best
47.8
60.9
Defense
51.9
100Best
79.6
Speed
52.6
78.9
100Best
Logistics
66.7
66.7
100Best
Beginner friendliness*
40
80
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
TeutonsClubswinger
EgyptiansArmed Slave
GaulsPhalanx
Starting infantryTeutonsEgyptiansGauls
Attack
40Best
10
15
Defense vs infantry
20
30
40Best
Defense vs cavalry
5
20
50Best
Speed (tiles/h)
7Best
7Best
7Best
Carry
60Best
20
35
Total resource cost
250
165Best
315
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
720
640Best
1,040
Best anti-cavalry infantry available
TeutonsSpearman
EgyptiansTemple Guardian
GaulsPhalanx
Best anti-cavalry infantry availableTeutonsEgyptiansGauls
Attack
10
25Best
15
Defense vs infantry
35
110Best
40
Defense vs cavalry
60
80Best
50
Speed (tiles/h)
7Best
6
7Best
Carry
40Best
35
35
Total resource cost
340
650
315Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
1,120
1,760
1,040Best
Espionage
TeutonsScout
EgyptiansHorse Scout
GaulsPathfinder
EspionageTeutonsEgyptiansGauls
Attack
0Best
0Best
0Best
Defense vs infantry
10
20Best
20Best
Defense vs cavalry
5
10Best
10Best
Speed (tiles/h)
9
16
17Best
Carry
0Best
0Best
0Best
Total resource cost
360Best
380
380
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
TeutonsTeutonic Knight
EgyptiansRoyal Chariot
GaulsHaeduan
Offensive cavalryTeutonsEgyptiansGauls
Attack
150Best
110
140
Defense vs infantry
50
120Best
50
Defense vs cavalry
75
150
165Best
Speed (tiles/h)
9
10
13Best
Carry
80Best
70
65
Total resource cost
1,525Best
1,800
1,965
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
2,960Best
3,120
3,120
Defensive cavalry
TeutonsPaladin
EgyptiansRoyal Chariot
GaulsHaeduan
Defensive cavalryTeutonsEgyptiansGauls
Attack
55
110
140Best
Defense vs infantry
100
120Best
50
Defense vs cavalry
40
150
165Best
Speed (tiles/h)
10
10
13Best
Carry
110Best
70
65
Total resource cost
1,005Best
1,800
1,965
Upkeep (crop/h)
2Best
3
3
Base training (seconds)
2,400Best
3,120
3,120
Ram
TeutonsRam
EgyptiansRam
GaulsRam
RamTeutonsEgyptiansGauls
Attack
65Best
55
50
Defense vs infantry
30Best
30Best
30Best
Defense vs cavalry
80
95
105Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,720Best
1,990
1,910
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,200Best
4,800
5,000
Catapult
TeutonsCatapult
EgyptiansCatapult
GaulsTrebuchet
CatapultTeutonsEgyptiansGauls
Attack
50
65
70Best
Defense vs infantry
60Best
55
45
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,760Best
3,250
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
TeutonsChief
EgyptiansNomarch
GaulsChieftain
ChiefTeutonsEgyptiansGauls
Attack
40Best
40Best
40Best
Defense vs infantry
60Best
50
50
Defense vs cavalry
40
50Best
50Best
Speed (tiles/h)
5Best
4
4
Carry
0Best
0Best
0Best
Total resource cost
114,300Best
160,000
144,650
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
70,500Best
90,700
90,700
Settler
TeutonsSettler
EgyptiansEgyptian Settler
GaulsSettler
SettlerTeutonsEgyptiansGauls
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
25,000
21,000Best
22,700
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
31,000
24,800
22,700Best

Economy & special mechanics

Economy & special mechanicsTeutonsEgyptiansGauls
Merchant capacity (resources)
1,000Best
750
750
Merchant speed (tiles/h)
12
16
24Best
Merchant throughput (capacity × speed)
12,000
12,000
18,000Best
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
1,000
2,000Best
Wall troop bonus, level 20 (%)
48.6
80.6Best
63.9
Hospital recovery share (%)
40Best
40Best
40Best
Wounded storage per hospital level
30Best
30Best
30Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Earth Wall
  • Brewery
  • Stone Wall
  • Waterworks
  • 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.

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.

Egyptians

Waterworks

Waterworks increases the annexed oasis bonus by 5% relative per level: a 25% resource bonus becomes 50% at level 20. It requires a level 10 Hero’s Mansion.

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