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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.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

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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.
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).

MilitaryTeutonsVikingsRomans
Highest attack per combat unitTeutonic Knight
150
Huscarl
165
Equites Caesaris
180Best
Highest average defense per combat unitPaladin
70
Huscarl
97.5Best
Equites Caesaris
92.5
Fastest combat unitPaladin
10
Viking Rider
12
Equites Imperatoris
14Best
Largest combat-unit carryPaladin
110Best
Viking Rider
90
Equites Imperatoris
100
Lowest resource cost per attack pointClubswinger
6.25Best
Viking Raider
6.44
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*
TeutonsVikingsRomans

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.

AxisTeutonsVikingsRomans
Attack
65.2
71.7
78.3Best
Defense
51.9
72.2Best
68.5
Speed
52.6
63.2
73.7Best
Logistics
66.7
75Best
44.4
Beginner friendliness*
40
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
TeutonsClubswinger
VikingsViking Raider
RomansLegionnaire
Starting infantryTeutonsVikingsRomans
Attack
40
45Best
40
Defense vs infantry
20
30
35Best
Defense vs cavalry
5
15
50Best
Speed (tiles/h)
7Best
7Best
6
Carry
60
70Best
50
Total resource cost
250Best
290
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
720Best
960
1,600
Best anti-cavalry infantry available
TeutonsSpearman
VikingsBerserker
RomansLegionnaire
Best anti-cavalry infantry availableTeutonsVikingsRomans
Attack
10
105Best
40
Defense vs infantry
35
45Best
35
Defense vs cavalry
60Best
30
50
Speed (tiles/h)
7Best
6
6
Carry
40
60Best
50
Total resource cost
340Best
840
400
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,960
1,600
Espionage
TeutonsScout
VikingsViking Scout
RomansEquites Legati
EspionageTeutonsVikingsRomans
Attack
0Best
0Best
0Best
Defense vs infantry
10
15
20Best
Defense vs cavalry
5
8
10Best
Speed (tiles/h)
9
10
16Best
Carry
0Best
0Best
0Best
Total resource cost
360
355Best
360
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,120Best
1,360
Offensive cavalry
TeutonsTeutonic Knight
VikingsHuscarl
RomansEquites Caesaris
Offensive cavalryTeutonsVikingsRomans
Attack
150
165
180Best
Defense vs infantry
50
95Best
80
Defense vs cavalry
75
100
105Best
Speed (tiles/h)
9
10Best
10Best
Carry
80Best
75
70
Total resource cost
1,525Best
2,105
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
2,960Best
3,300
3,520
Defensive cavalry
TeutonsPaladin
VikingsHuscarl
RomansEquites Caesaris
Defensive cavalryTeutonsVikingsRomans
Attack
55
165
180Best
Defense vs infantry
100Best
95
80
Defense vs cavalry
40
100
105Best
Speed (tiles/h)
10Best
10Best
10Best
Carry
110Best
75
70
Total resource cost
1,005Best
2,105
2,170
Upkeep (crop/h)
2Best
3
4
Base training (seconds)
2,400Best
3,300
3,520
Ram
TeutonsRam
VikingsRam
RomansBattering Ram
RamTeutonsVikingsRomans
Attack
65Best
65Best
60
Defense vs infantry
30
35Best
30
Defense vs cavalry
80Best
80Best
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,720Best
1,940
1,830
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,200Best
4,700
4,600
Catapult
TeutonsCatapult
VikingsCatapult
RomansFire Catapult
CatapultTeutonsVikingsRomans
Attack
50
55
75Best
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
3,000
2,990
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
TeutonsChief
VikingsJarl
RomansSenator
ChiefTeutonsVikingsRomans
Attack
40
50Best
50Best
Defense vs infantry
60Best
45
40
Defense vs cavalry
40Best
40Best
30
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
114,300Best
125,100
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
70,500Best
90,700
90,700
Settler
TeutonsSettler
VikingsViking Settler
RomansSettler
SettlerTeutonsVikingsRomans
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
25,000
22,600Best
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
31,000
27,500
26,900Best

Economy & special mechanics

Economy & special mechanicsTeutonsVikingsRomans
Merchant capacity (resources)
1,000Best
750
500
Merchant speed (tiles/h)
12
18Best
16
Merchant throughput (capacity × speed)
12,000
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 (%)
48.6
54.5
80.6Best
Hospital recovery share (%)
40
50Best
40
Wounded storage per hospital level
30
60Best
30
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Earth Wall
  • Brewery
  • 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.

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.

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