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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.HunsSpartansThree 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.
Huns portrait

Huns

Offense

For beginners: Demanding

Strengths

  • Four combat cavalry choices offer several offensive options.
  • Elite Riders carry the highest attack value in this seven-tribe roster.
  • The Command Center provides the Hun route to expansion.

Weaknesses

  • The Makeshift Wall has the smallest troop multiplier of the seven walls.
  • Cavalry development requires a substantial resource and crop commitment.
  • A single combat infantry type limits infantry specialisation.
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).

MilitaryTeutonsHunsVikings
Highest attack per combat unitTeutonic Knight
150
Elite Rider
230Best
Huscarl
165
Highest average defense per combat unitPaladin
70
Elite Rider
77.5
Huscarl
97.5Best
Fastest combat unitPaladin
10
Horse Archer
16Best
Viking Rider
12
Largest combat-unit carryPaladin
110Best
Steppe Rider
105
Viking Rider
90
Lowest resource cost per attack pointClubswinger
6.25Best
Horse Archer
7.46
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*
TeutonsHunsVikings

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.

AxisTeutonsHunsVikings
Attack
65.2
100Best
71.7
Defense
51.9
57.4
72.2Best
Speed
52.6
84.2Best
63.2
Logistics
66.7
55.6
75Best
Beginner friendliness*
40Best
20
40Best

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
HunsHun Warrior
VikingsViking Raider
Starting infantryTeutonsHunsVikings
Attack
40
35
45Best
Defense vs infantry
20
40Best
30
Defense vs cavalry
5
30Best
15
Speed (tiles/h)
7Best
6
7Best
Carry
60
50
70Best
Total resource cost
250Best
290
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
720Best
1,120
960
Best anti-cavalry infantry available
TeutonsSpearman
HunsHun Warrior
VikingsBerserker
Best anti-cavalry infantry availableTeutonsHunsVikings
Attack
10
35
105Best
Defense vs infantry
35
40
45Best
Defense vs cavalry
60Best
30
30
Speed (tiles/h)
7Best
6
6
Carry
40
50
60Best
Total resource cost
340
290Best
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,120Best
1,960
Espionage
TeutonsScout
HunsScout Rider
VikingsViking Scout
EspionageTeutonsHunsVikings
Attack
0Best
0Best
0Best
Defense vs infantry
10
20Best
15
Defense vs cavalry
5
10Best
8
Speed (tiles/h)
9
19Best
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
HunsElite Rider
VikingsHuscarl
Offensive cavalryTeutonsHunsVikings
Attack
150
230Best
165
Defense vs infantry
50
90
95Best
Defense vs cavalry
75
65
100Best
Speed (tiles/h)
9
13Best
10
Carry
80Best
70
75
Total resource cost
1,525Best
2,390
2,105
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
2,960Best
3,520
3,300
Defensive cavalry
TeutonsPaladin
HunsElite Rider
VikingsHuscarl
Defensive cavalryTeutonsHunsVikings
Attack
55
230Best
165
Defense vs infantry
100Best
90
95
Defense vs cavalry
40
65
100Best
Speed (tiles/h)
10
13Best
10
Carry
110Best
70
75
Total resource cost
1,005Best
2,390
2,105
Upkeep (crop/h)
2Best
4
3
Base training (seconds)
2,400Best
3,520
3,300
Ram
TeutonsRam
HunsRam
VikingsRam
RamTeutonsHunsVikings
Attack
65Best
65Best
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
80
90Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,720Best
1,820
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,200Best
4,400
4,700
Catapult
TeutonsCatapult
HunsCatapult
VikingsCatapult
CatapultTeutonsHunsVikings
Attack
50
45
55Best
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
2,910
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
TeutonsChief
HunsTribal Chief
VikingsJarl
ChiefTeutonsHunsVikings
Attack
40
50Best
50Best
Defense vs infantry
60Best
40
45
Defense vs cavalry
40Best
30
40Best
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
114,300Best
117,600
125,100
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
70,500Best
90,700
90,700
Settler
TeutonsSettler
HunsHun Settler
VikingsViking Settler
SettlerTeutonsHunsVikings
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
25,000
20,900Best
22,600
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
31,000
28,950
27,500Best

Economy & special mechanics

Economy & special mechanicsTeutonsHunsVikings
Merchant capacity (resources)
1,000Best
500
750
Merchant speed (tiles/h)
12
20Best
18
Merchant throughput (capacity × speed)
12,000
10,000
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
34.7
54.5Best
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
  • Makeshift Wall
  • Command Center
  • 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.

Huns

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

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