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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.RomansThree tribes selected. Remove one to add another.TeutonsEgyptiansHunsThree 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.
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.

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).

MilitaryVikingsEgyptiansTeutons
Highest attack per combat unitHuscarl
165Best
Royal Chariot
110
Teutonic Knight
150
Highest average defense per combat unitHuscarl
97.5
Royal Chariot
135Best
Paladin
70
Fastest combat unitViking Rider
12
Chariot
15Best
Paladin
10
Largest combat-unit carryViking Rider
90
Royal Chariot
70
Paladin
110Best
Lowest resource cost per attack pointViking Raider
6.44
Egyptian Fighter
14
Clubswinger
6.25Best
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*
VikingsEgyptiansTeutons

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.

AxisVikingsEgyptiansTeutons
Attack
71.7Best
47.8
65.2
Defense
72.2
100Best
51.9
Speed
63.2
78.9Best
52.6
Logistics
75Best
66.7
66.7
Beginner friendliness*
40
80Best
40

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
TeutonsClubswinger
Starting infantryVikingsEgyptiansTeutons
Attack
45Best
10
40
Defense vs infantry
30Best
30Best
20
Defense vs cavalry
15
20Best
5
Speed (tiles/h)
7Best
7Best
7Best
Carry
70Best
20
60
Total resource cost
290
165Best
250
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
640Best
720
Best anti-cavalry infantry available
VikingsBerserker
EgyptiansTemple Guardian
TeutonsSpearman
Best anti-cavalry infantry availableVikingsEgyptiansTeutons
Attack
105Best
25
10
Defense vs infantry
45
110Best
35
Defense vs cavalry
30
80Best
60
Speed (tiles/h)
6
6
7Best
Carry
60Best
35
40
Total resource cost
840
650
340Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,760
1,120Best
Espionage
VikingsViking Scout
EgyptiansHorse Scout
TeutonsScout
EspionageVikingsEgyptiansTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
10
Defense vs cavalry
8
10Best
5
Speed (tiles/h)
10
16Best
9
Carry
0Best
0Best
0Best
Total resource cost
355Best
380
360
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,360
1,120Best
Offensive cavalry
VikingsHuscarl
EgyptiansRoyal Chariot
TeutonsTeutonic Knight
Offensive cavalryVikingsEgyptiansTeutons
Attack
165Best
110
150
Defense vs infantry
95
120Best
50
Defense vs cavalry
100
150Best
75
Speed (tiles/h)
10Best
10Best
9
Carry
75
70
80Best
Total resource cost
2,105
1,800
1,525Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,120
2,960Best
Defensive cavalry
VikingsHuscarl
EgyptiansRoyal Chariot
TeutonsPaladin
Defensive cavalryVikingsEgyptiansTeutons
Attack
165Best
110
55
Defense vs infantry
95
120Best
100
Defense vs cavalry
100
150Best
40
Speed (tiles/h)
10Best
10Best
10Best
Carry
75
70
110Best
Total resource cost
2,105
1,800
1,005Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,300
3,120
2,400Best
Ram
VikingsRam
EgyptiansRam
TeutonsRam
RamVikingsEgyptiansTeutons
Attack
65Best
55
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
95Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,990
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,800
4,200Best
Catapult
VikingsCatapult
EgyptiansCatapult
TeutonsCatapult
CatapultVikingsEgyptiansTeutons
Attack
55
65Best
50
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
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
EgyptiansNomarch
TeutonsChief
ChiefVikingsEgyptiansTeutons
Attack
50Best
40
40
Defense vs infantry
45
50
60Best
Defense vs cavalry
40
50Best
40
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
125,100
160,000
114,300Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
VikingsViking Settler
EgyptiansEgyptian Settler
TeutonsSettler
SettlerVikingsEgyptiansTeutons
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
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
24,800Best
31,000

Economy & special mechanics

Economy & special mechanicsVikingsEgyptiansTeutons
Merchant capacity (resources)
750
750
1,000Best
Merchant speed (tiles/h)
18Best
16
12
Merchant throughput (capacity × speed)
13,500Best
12,000
12,000
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
48.6
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Stone Wall
  • Waterworks
  • Earth Wall
  • Brewery

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.

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.

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