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

GaulsThree tribes selected. Remove one to add another.RomansTeutonsEgyptiansThree tribes selected. Remove one to add another.HunsThree tribes selected. Remove one to add another.SpartansThree tribes selected. Remove one to add another.Vikings

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.
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.
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).

MilitaryTeutonsRomansVikings
Highest attack per combat unitTeutonic Knight
150
Equites Caesaris
180Best
Huscarl
165
Highest average defense per combat unitPaladin
70
Equites Caesaris
92.5
Huscarl
97.5Best
Fastest combat unitPaladin
10
Equites Imperatoris
14Best
Viking Rider
12
Largest combat-unit carryPaladin
110Best
Equites Imperatoris
100
Viking Rider
90
Lowest resource cost per attack pointClubswinger
6.25Best
Imperian
8.57
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*
TeutonsRomansVikings

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.

AxisTeutonsRomansVikings
Attack
65.2
78.3Best
71.7
Defense
51.9
68.5
72.2Best
Speed
52.6
73.7Best
63.2
Logistics
66.7
44.4
75Best
Beginner friendliness*
40
60Best
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
RomansLegionnaire
VikingsViking Raider
Starting infantryTeutonsRomansVikings
Attack
40
40
45Best
Defense vs infantry
20
35Best
30
Defense vs cavalry
5
50Best
15
Speed (tiles/h)
7Best
6
7Best
Carry
60
50
70Best
Total resource cost
250Best
400
290
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
720Best
1,600
960
Best anti-cavalry infantry available
TeutonsSpearman
RomansLegionnaire
VikingsBerserker
Best anti-cavalry infantry availableTeutonsRomansVikings
Attack
10
40
105Best
Defense vs infantry
35
35
45Best
Defense vs cavalry
60Best
50
30
Speed (tiles/h)
7Best
6
6
Carry
40
50
60Best
Total resource cost
340Best
400
840
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,600
1,960
Espionage
TeutonsScout
RomansEquites Legati
VikingsViking Scout
EspionageTeutonsRomansVikings
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
360
355Best
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,360
1,120Best
Offensive cavalry
TeutonsTeutonic Knight
RomansEquites Caesaris
VikingsHuscarl
Offensive cavalryTeutonsRomansVikings
Attack
150
180Best
165
Defense vs infantry
50
80
95Best
Defense vs cavalry
75
105Best
100
Speed (tiles/h)
9
10Best
10Best
Carry
80Best
70
75
Total resource cost
1,525Best
2,170
2,105
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
2,960Best
3,520
3,300
Defensive cavalry
TeutonsPaladin
RomansEquites Caesaris
VikingsHuscarl
Defensive cavalryTeutonsRomansVikings
Attack
55
180Best
165
Defense vs infantry
100Best
80
95
Defense vs cavalry
40
105Best
100
Speed (tiles/h)
10Best
10Best
10Best
Carry
110Best
70
75
Total resource cost
1,005Best
2,170
2,105
Upkeep (crop/h)
2Best
4
3
Base training (seconds)
2,400Best
3,520
3,300
Ram
TeutonsRam
RomansBattering Ram
VikingsRam
RamTeutonsRomansVikings
Attack
65Best
60
65Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
80Best
75
80Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,720Best
1,830
1,940
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,200Best
4,600
4,700
Catapult
TeutonsCatapult
RomansFire Catapult
VikingsCatapult
CatapultTeutonsRomansVikings
Attack
50
75Best
55
Defense vs infantry
60Best
60Best
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,760Best
2,990
3,000
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
TeutonsChief
RomansSenator
VikingsJarl
ChiefTeutonsRomansVikings
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
140,450
125,100
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
70,500Best
90,700
90,700
Settler
TeutonsSettler
RomansSettler
VikingsViking Settler
SettlerTeutonsRomansVikings
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
23,800
22,600Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
31,000
26,900Best
27,500

Economy & special mechanics

Economy & special mechanicsTeutonsRomansVikings
Merchant capacity (resources)
1,000Best
500
750
Merchant speed (tiles/h)
12
16
18Best
Merchant throughput (capacity × speed)
12,000
8,000
13,500Best
Base simultaneous construction jobs
1
2Best
1
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
20–25
20–30Best
20–25
Tribe-specific buildings
  • Earth Wall
  • Brewery
  • City Wall
  • Horse Drinking Trough
  • 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.

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.

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