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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.RomansThree tribes selected. Remove one to add another.TeutonsEgyptiansHunsThree tribes selected. Remove one to add another.SpartansThree tribes selected. Remove one to add another.Vikings

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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.
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).

MilitaryTeutonsEgyptiansVikings
Highest attack per combat unitTeutonic Knight
150
Royal Chariot
110
Huscarl
165Best
Highest average defense per combat unitPaladin
70
Royal Chariot
135Best
Huscarl
97.5
Fastest combat unitPaladin
10
Chariot
15Best
Viking Rider
12
Largest combat-unit carryPaladin
110Best
Royal Chariot
70
Viking Rider
90
Lowest resource cost per attack pointClubswinger
6.25Best
Egyptian Fighter
14
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*
TeutonsEgyptiansVikings

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.

AxisTeutonsEgyptiansVikings
Attack
65.2
47.8
71.7Best
Defense
51.9
100Best
72.2
Speed
52.6
78.9Best
63.2
Logistics
66.7
66.7
75Best
Beginner friendliness*
40
80Best
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
TeutonsClubswinger
EgyptiansArmed Slave
VikingsViking Raider
Starting infantryTeutonsEgyptiansVikings
Attack
40
10
45Best
Defense vs infantry
20
30Best
30Best
Defense vs cavalry
5
20Best
15
Speed (tiles/h)
7Best
7Best
7Best
Carry
60
20
70Best
Total resource cost
250
165Best
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
720
640Best
960
Best anti-cavalry infantry available
TeutonsSpearman
EgyptiansTemple Guardian
VikingsBerserker
Best anti-cavalry infantry availableTeutonsEgyptiansVikings
Attack
10
25
105Best
Defense vs infantry
35
110Best
45
Defense vs cavalry
60
80Best
30
Speed (tiles/h)
7Best
6
6
Carry
40
35
60Best
Total resource cost
340Best
650
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,760
1,960
Espionage
TeutonsScout
EgyptiansHorse Scout
VikingsViking Scout
EspionageTeutonsEgyptiansVikings
Attack
0Best
0Best
0Best
Defense vs infantry
10
20Best
15
Defense vs cavalry
5
10Best
8
Speed (tiles/h)
9
16Best
10
Carry
0Best
0Best
0Best
Total resource cost
360
380
355Best
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,360
1,120Best
Offensive cavalry
TeutonsTeutonic Knight
EgyptiansRoyal Chariot
VikingsHuscarl
Offensive cavalryTeutonsEgyptiansVikings
Attack
150
110
165Best
Defense vs infantry
50
120Best
95
Defense vs cavalry
75
150Best
100
Speed (tiles/h)
9
10Best
10Best
Carry
80Best
70
75
Total resource cost
1,525Best
1,800
2,105
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
2,960Best
3,120
3,300
Defensive cavalry
TeutonsPaladin
EgyptiansRoyal Chariot
VikingsHuscarl
Defensive cavalryTeutonsEgyptiansVikings
Attack
55
110
165Best
Defense vs infantry
100
120Best
95
Defense vs cavalry
40
150Best
100
Speed (tiles/h)
10Best
10Best
10Best
Carry
110Best
70
75
Total resource cost
1,005Best
1,800
2,105
Upkeep (crop/h)
2Best
3
3
Base training (seconds)
2,400Best
3,120
3,300
Ram
TeutonsRam
EgyptiansRam
VikingsRam
RamTeutonsEgyptiansVikings
Attack
65Best
55
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
80
95Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,720Best
1,990
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,200Best
4,800
4,700
Catapult
TeutonsCatapult
EgyptiansCatapult
VikingsCatapult
CatapultTeutonsEgyptiansVikings
Attack
50
65Best
55
Defense vs infantry
60Best
55
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,760Best
3,250
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
TeutonsChief
EgyptiansNomarch
VikingsJarl
ChiefTeutonsEgyptiansVikings
Attack
40
40
50Best
Defense vs infantry
60Best
50
45
Defense vs cavalry
40
50Best
40
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
114,300Best
160,000
125,100
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
70,500Best
90,700
90,700
Settler
TeutonsSettler
EgyptiansEgyptian Settler
VikingsViking Settler
SettlerTeutonsEgyptiansVikings
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
25,000
21,000Best
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
31,000
24,800Best
27,500

Economy & special mechanics

Economy & special mechanicsTeutonsEgyptiansVikings
Merchant capacity (resources)
1,000Best
750
750
Merchant speed (tiles/h)
12
16
18Best
Merchant throughput (capacity × speed)
12,000
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 (%)
48.6
80.6Best
54.5
Hospital recovery share (%)
40
40
50Best
Wounded storage per hospital level
30
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Earth Wall
  • Brewery
  • Stone Wall
  • Waterworks
  • 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.

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.

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