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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.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansVikings

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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.
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).

MilitaryVikingsEgyptiansSpartans
Highest attack per combat unitHuscarl
165
Royal Chariot
110
Hippeis
195Best
Highest average defense per combat unitHuscarl
97.5
Royal Chariot
135Best
Spartan Rider
105
Fastest combat unitViking Rider
12
Chariot
15
Spartan Rider
16Best
Largest combat-unit carryViking Rider
90
Royal Chariot
70
Spartan Rider
110Best
Lowest resource cost per attack pointViking Raider
6.44Best
Egyptian Fighter
14
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*
VikingsEgyptiansSpartans

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.

AxisVikingsEgyptiansSpartans
Attack
71.7
47.8
84.8Best
Defense
72.2
100Best
77.8
Speed
63.2
78.9
84.2Best
Logistics
75Best
66.7
38.9
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
SpartansSpartan Hoplite
Starting infantryVikingsEgyptiansSpartans
Attack
45
10
50Best
Defense vs infantry
30
30
35Best
Defense vs cavalry
15
20
30Best
Speed (tiles/h)
7Best
7Best
6
Carry
70Best
20
60
Total resource cost
290
165Best
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
640Best
1,700
Best anti-cavalry infantry available
VikingsBerserker
EgyptiansTemple Guardian
SpartansHomoioi
Best anti-cavalry infantry availableVikingsEgyptiansSpartans
Attack
105Best
25
95
Defense vs infantry
45
110Best
80
Defense vs cavalry
30
80Best
75
Speed (tiles/h)
6Best
6Best
5
Carry
60Best
35
50
Total resource cost
840
650Best
795
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,760Best
2,200
Espionage
VikingsViking Scout
EgyptiansHorse Scout
SpartansPerioikoi Scout
EspionageVikingsEgyptiansSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
15
20
25Best
Defense vs cavalry
8
10
12Best
Speed (tiles/h)
10
16Best
16Best
Carry
0Best
0Best
0Best
Total resource cost
355Best
380
445
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
VikingsHuscarl
EgyptiansRoyal Chariot
SpartansHippeis
Offensive cavalryVikingsEgyptiansSpartans
Attack
165
110
195Best
Defense vs infantry
95
120Best
55
Defense vs cavalry
100
150Best
80
Speed (tiles/h)
10Best
10Best
9
Carry
75
70
80Best
Total resource cost
2,105
1,800Best
2,315
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,120Best
3,450
Defensive cavalry
VikingsHuscarl
EgyptiansRoyal Chariot
SpartansSpartan Rider
Defensive cavalryVikingsEgyptiansSpartans
Attack
165Best
110
55
Defense vs infantry
95
120Best
120Best
Defense vs cavalry
100
150Best
90
Speed (tiles/h)
10
10
16Best
Carry
75
70
110Best
Total resource cost
2,105
1,800
1,440Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,300
3,120
2,600Best
Ram
VikingsRam
EgyptiansRam
SpartansRam
RamVikingsEgyptiansSpartans
Attack
65Best
55
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
95Best
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940Best
1,990
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,800
4,600Best
Catapult
VikingsCatapult
EgyptiansCatapult
SpartansCatapult
CatapultVikingsEgyptiansSpartans
Attack
55
65Best
60
Defense vs infantry
60Best
55
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000Best
3,250
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
EgyptiansNomarch
SpartansEphor
ChiefVikingsEgyptiansSpartans
Attack
50Best
40
45
Defense vs infantry
45
50Best
50Best
Defense vs cavalry
40
50Best
45
Speed (tiles/h)
5Best
4
4
Carry
0Best
0Best
0Best
Total resource cost
125,100Best
160,000
127,730
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
EgyptiansEgyptian Settler
SpartansSpartan Settler
SettlerVikingsEgyptiansSpartans
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
22,600
21,000Best
21,540
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
24,800Best
26,900

Economy & special mechanics

Economy & special mechanicsVikingsEgyptiansSpartans
Merchant capacity (resources)
750Best
750Best
500
Merchant speed (tiles/h)
18Best
16
14
Merchant throughput (capacity × speed)
13,500Best
12,000
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 (%)
54.5
80.6Best
73.7
Hospital recovery share (%)
50Best
40
50Best
Wounded storage per hospital level
60Best
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Stone Wall
  • Waterworks
  • 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.

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.

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