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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.RomansTeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansThree tribes selected. Remove one to add another.Vikings

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Overview

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.
Egyptians portrait

Egyptians

Economy

For beginners: Approachable

Strengths

  • Armed Slaves have a low resource cost and short base training time.
  • Temple Guardians provide strong infantry defense per unit.
  • Waterworks can improve annexed oasis bonuses after its prerequisites are met.

Weaknesses

  • Low-cost troops still consume crop.
  • The starting unit has little attack power.
  • Waterworks is a developed-village investment, not a free starting bonus.
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).

MilitaryVikingsEgyptiansRomans
Highest attack per combat unitHuscarl
165
Royal Chariot
110
Equites Caesaris
180Best
Highest average defense per combat unitHuscarl
97.5
Royal Chariot
135Best
Equites Caesaris
92.5
Fastest combat unitViking Rider
12
Chariot
15Best
Equites Imperatoris
14
Largest combat-unit carryViking Rider
90
Royal Chariot
70
Equites Imperatoris
100Best
Lowest resource cost per attack pointViking Raider
6.44Best
Egyptian Fighter
14
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*
VikingsEgyptiansRomans

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.

AxisVikingsEgyptiansRomans
Attack
71.7
47.8
78.3Best
Defense
72.2
100Best
68.5
Speed
63.2
78.9Best
73.7
Logistics
75Best
66.7
44.4
Beginner friendliness*
40
80Best
60

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
VikingsViking Raider
EgyptiansArmed Slave
RomansLegionnaire
Starting infantryVikingsEgyptiansRomans
Attack
45Best
10
40
Defense vs infantry
30
30
35Best
Defense vs cavalry
15
20
50Best
Speed (tiles/h)
7Best
7Best
6
Carry
70Best
20
50
Total resource cost
290
165Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
640Best
1,600
Best anti-cavalry infantry available
VikingsBerserker
EgyptiansTemple Guardian
RomansLegionnaire
Best anti-cavalry infantry availableVikingsEgyptiansRomans
Attack
105Best
25
40
Defense vs infantry
45
110Best
35
Defense vs cavalry
30
80Best
50
Speed (tiles/h)
6Best
6Best
6Best
Carry
60Best
35
50
Total resource cost
840
650
400Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,760
1,600Best
Espionage
VikingsViking Scout
EgyptiansHorse Scout
RomansEquites Legati
EspionageVikingsEgyptiansRomans
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
20Best
Defense vs cavalry
8
10Best
10Best
Speed (tiles/h)
10
16Best
16Best
Carry
0Best
0Best
0Best
Total resource cost
355Best
380
360
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
VikingsHuscarl
EgyptiansRoyal Chariot
RomansEquites Caesaris
Offensive cavalryVikingsEgyptiansRomans
Attack
165
110
180Best
Defense vs infantry
95
120Best
80
Defense vs cavalry
100
150Best
105
Speed (tiles/h)
10Best
10Best
10Best
Carry
75Best
70
70
Total resource cost
2,105
1,800Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,300
3,120Best
3,520
Defensive cavalry
VikingsHuscarl
EgyptiansRoyal Chariot
RomansEquites Caesaris
Defensive cavalryVikingsEgyptiansRomans
Attack
165
110
180Best
Defense vs infantry
95
120Best
80
Defense vs cavalry
100
150Best
105
Speed (tiles/h)
10Best
10Best
10Best
Carry
75Best
70
70
Total resource cost
2,105
1,800Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,300
3,120Best
3,520
Ram
VikingsRam
EgyptiansRam
RomansBattering Ram
RamVikingsEgyptiansRomans
Attack
65Best
55
60
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
95Best
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,990
1,830Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,800
4,600Best
Catapult
VikingsCatapult
EgyptiansCatapult
RomansFire Catapult
CatapultVikingsEgyptiansRomans
Attack
55
65
75Best
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
3,000
3,250
2,990Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
EgyptiansNomarch
RomansSenator
ChiefVikingsEgyptiansRomans
Attack
50Best
40
50Best
Defense vs infantry
45
50Best
40
Defense vs cavalry
40
50Best
30
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
125,100Best
160,000
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
EgyptiansEgyptian Settler
RomansSettler
SettlerVikingsEgyptiansRomans
Attack
10Best
0
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
22,600
21,000Best
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
24,800Best
26,900

Economy & special mechanics

Economy & special mechanicsVikingsEgyptiansRomans
Merchant capacity (resources)
750Best
750Best
500
Merchant speed (tiles/h)
18Best
16
16
Merchant throughput (capacity × speed)
13,500Best
12,000
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 (%)
54.5
80.6Best
80.6Best
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Stone Wall
  • Waterworks
  • 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.

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.

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