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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.HunsThree tribes selected. Remove one to add another.SpartansVikings

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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.
Spartans portrait

Spartans

Defense

For beginners: Intermediate

Strengths

  • Homoioi combine substantial infantry attack with useful defensive values.
  • Spartan Riders offer strong defense at a high movement speed.
  • The Big Hospital provides a larger recovery share and storage than the standard Hospital.

Weaknesses

  • Several core units require a significant resource investment.
  • Homoioi move slowly compared with the faster infantry options elsewhere.
  • The Big Hospital requires advanced infrastructure and does not prevent losses.

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).

MilitaryTeutonsVikingsSpartans
Highest attack per combat unitTeutonic Knight
150
Huscarl
165
Hippeis
195Best
Highest average defense per combat unitPaladin
70
Huscarl
97.5
Spartan Rider
105Best
Fastest combat unitPaladin
10
Viking Rider
12
Spartan Rider
16Best
Largest combat-unit carryPaladin
110Best
Viking Rider
90
Spartan Rider
110Best
Lowest resource cost per attack pointClubswinger
6.25Best
Viking Raider
6.44
Homoioi
8.37
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*
TeutonsVikingsSpartans

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.

AxisTeutonsVikingsSpartans
Attack
65.2
71.7
84.8Best
Defense
51.9
72.2
77.8Best
Speed
52.6
63.2
84.2Best
Logistics
66.7
75Best
38.9
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
SpartansSpartan Hoplite
Starting infantryTeutonsVikingsSpartans
Attack
40
45
50Best
Defense vs infantry
20
30
35Best
Defense vs cavalry
5
15
30Best
Speed (tiles/h)
7Best
7Best
6
Carry
60
70Best
60
Total resource cost
250Best
290
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
720Best
960
1,700
Best anti-cavalry infantry available
TeutonsSpearman
VikingsBerserker
SpartansHomoioi
Best anti-cavalry infantry availableTeutonsVikingsSpartans
Attack
10
105Best
95
Defense vs infantry
35
45
80Best
Defense vs cavalry
60
30
75Best
Speed (tiles/h)
7Best
6
5
Carry
40
60Best
50
Total resource cost
340Best
840
795
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,960
2,200
Espionage
TeutonsScout
VikingsViking Scout
SpartansPerioikoi Scout
EspionageTeutonsVikingsSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
10
15
25Best
Defense vs cavalry
5
8
12Best
Speed (tiles/h)
9
10
16Best
Carry
0Best
0Best
0Best
Total resource cost
360
355Best
445
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,120Best
1,360
Offensive cavalry
TeutonsTeutonic Knight
VikingsHuscarl
SpartansHippeis
Offensive cavalryTeutonsVikingsSpartans
Attack
150
165
195Best
Defense vs infantry
50
95Best
55
Defense vs cavalry
75
100Best
80
Speed (tiles/h)
9
10Best
9
Carry
80Best
75
80Best
Total resource cost
1,525Best
2,105
2,315
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
2,960Best
3,300
3,450
Defensive cavalry
TeutonsPaladin
VikingsHuscarl
SpartansSpartan Rider
Defensive cavalryTeutonsVikingsSpartans
Attack
55
165Best
55
Defense vs infantry
100
95
120Best
Defense vs cavalry
40
100Best
90
Speed (tiles/h)
10
10
16Best
Carry
110Best
75
110Best
Total resource cost
1,005Best
2,105
1,440
Upkeep (crop/h)
2Best
3
2Best
Base training (seconds)
2,400Best
3,300
2,600
Ram
TeutonsRam
VikingsRam
SpartansRam
RamTeutonsVikingsSpartans
Attack
65Best
65Best
65Best
Defense vs infantry
30
35Best
30
Defense vs cavalry
80
80
85Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,720Best
1,940
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,200Best
4,700
4,600
Catapult
TeutonsCatapult
VikingsCatapult
SpartansCatapult
CatapultTeutonsVikingsSpartans
Attack
50
55
60Best
Defense vs infantry
60Best
60Best
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
2,760Best
3,000
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
TeutonsChief
VikingsJarl
SpartansEphor
ChiefTeutonsVikingsSpartans
Attack
40
50Best
45
Defense vs infantry
60Best
45
50
Defense vs cavalry
40
40
45Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
114,300Best
125,100
127,730
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
70,500Best
90,700
90,700
Settler
TeutonsSettler
VikingsViking Settler
SpartansSpartan Settler
SettlerTeutonsVikingsSpartans
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
22,600
21,540Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
31,000
27,500
26,900Best

Economy & special mechanics

Economy & special mechanicsTeutonsVikingsSpartans
Merchant capacity (resources)
1,000Best
750
500
Merchant speed (tiles/h)
12
18Best
14
Merchant throughput (capacity × speed)
12,000
13,500Best
7,000
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
54.5
73.7Best
Hospital recovery share (%)
40
50Best
50Best
Wounded storage per hospital level
30
60Best
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Earth Wall
  • Brewery
  • Big Hospital
  • Barricade
  • Defensive Wall
  • Big Hospital

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.

Spartans

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