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.TeutonsThree tribes selected. Remove one to add another.✓Egyptians✓HunsSpartansThree 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.
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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.
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).
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
VikingsEgyptiansHuns
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.
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.
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.
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.
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.
Huns
Command Center
The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.
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.