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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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GaulsRomansThree tribes selected. Remove one to add another.TeutonsThree 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.
Gauls portrait

Gauls

Defense

For beginners: Approachable

Strengths

  • The Phalanx offers a practical defensive foundation.
  • Theutates Thunder gives this roster a fast raiding option.
  • Enhanced Cranny protection and the Trapper support a guarded opening.

Weaknesses

  • Starting infantry has low attack power.
  • Fast cavalry still needs research, infrastructure and resources.
  • Traps and protected resources do not replace an army or allies.
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.

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).

MilitaryVikingsGaulsEgyptians
Highest attack per combat unitHuscarl
165Best
Haeduan
140
Royal Chariot
110
Highest average defense per combat unitHuscarl
97.5
Haeduan
107.5
Royal Chariot
135Best
Fastest combat unitViking Rider
12
Theutates Thunder
19Best
Chariot
15
Largest combat-unit carryViking Rider
90Best
Theutates Thunder
75
Royal Chariot
70
Lowest resource cost per attack pointViking Raider
6.44Best
Swordsman
8.23
Egyptian Fighter
14
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*
VikingsGaulsEgyptians

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.

AxisVikingsGaulsEgyptians
Attack
71.7Best
60.9
47.8
Defense
72.2
79.6
100Best
Speed
63.2
100Best
78.9
Logistics
75
100Best
66.7
Beginner friendliness*
40
100Best
80

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
GaulsPhalanx
EgyptiansArmed Slave
Starting infantryVikingsGaulsEgyptians
Attack
45Best
15
10
Defense vs infantry
30
40Best
30
Defense vs cavalry
15
50Best
20
Speed (tiles/h)
7Best
7Best
7Best
Carry
70Best
35
20
Total resource cost
290
315
165Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
1,040
640Best
Best anti-cavalry infantry available
VikingsBerserker
GaulsPhalanx
EgyptiansTemple Guardian
Best anti-cavalry infantry availableVikingsGaulsEgyptians
Attack
105Best
15
25
Defense vs infantry
45
40
110Best
Defense vs cavalry
30
50
80Best
Speed (tiles/h)
6
7Best
6
Carry
60Best
35
35
Total resource cost
840
315Best
650
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,040Best
1,760
Espionage
VikingsViking Scout
GaulsPathfinder
EgyptiansHorse Scout
EspionageVikingsGaulsEgyptians
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
20Best
Defense vs cavalry
8
10Best
10Best
Speed (tiles/h)
10
17Best
16
Carry
0Best
0Best
0Best
Total resource cost
355Best
380
380
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
VikingsHuscarl
GaulsHaeduan
EgyptiansRoyal Chariot
Offensive cavalryVikingsGaulsEgyptians
Attack
165Best
140
110
Defense vs infantry
95
50
120Best
Defense vs cavalry
100
165Best
150
Speed (tiles/h)
10
13Best
10
Carry
75Best
65
70
Total resource cost
2,105
1,965
1,800Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,120Best
3,120Best
Defensive cavalry
VikingsHuscarl
GaulsHaeduan
EgyptiansRoyal Chariot
Defensive cavalryVikingsGaulsEgyptians
Attack
165Best
140
110
Defense vs infantry
95
50
120Best
Defense vs cavalry
100
165Best
150
Speed (tiles/h)
10
13Best
10
Carry
75Best
65
70
Total resource cost
2,105
1,965
1,800Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,120Best
3,120Best
Ram
VikingsRam
GaulsRam
EgyptiansRam
RamVikingsGaulsEgyptians
Attack
65Best
50
55
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
105Best
95
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,910Best
1,990
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700Best
5,000
4,800
Catapult
VikingsCatapult
GaulsTrebuchet
EgyptiansCatapult
CatapultVikingsGaulsEgyptians
Attack
55
70Best
65
Defense vs infantry
60Best
45
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000Best
3,130
3,250
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
GaulsChieftain
EgyptiansNomarch
ChiefVikingsGaulsEgyptians
Attack
50Best
40
40
Defense vs infantry
45
50Best
50Best
Defense vs cavalry
40
50Best
50Best
Speed (tiles/h)
5Best
4
4
Carry
0Best
0Best
0Best
Total resource cost
125,100Best
144,650
160,000
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
GaulsSettler
EgyptiansEgyptian Settler
SettlerVikingsGaulsEgyptians
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
22,700
21,000Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
22,700Best
24,800

Economy & special mechanics

Economy & special mechanicsVikingsGaulsEgyptians
Merchant capacity (resources)
750Best
750Best
750Best
Merchant speed (tiles/h)
18
24Best
16
Merchant throughput (capacity × speed)
13,500
18,000Best
12,000
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000
2,000Best
1,000
Wall troop bonus, level 20 (%)
54.5
63.9
80.6Best
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
  • Palisade
  • Trapper
  • Stone Wall
  • Waterworks

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.

Gauls

Trapper

The Trapper captures attacking troops in available traps. It is a defensive tool to support your army and diplomacy.

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.

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