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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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GaulsRomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansThree tribes selected. Remove one to add another.HunsThree 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.
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.
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).

MilitaryVikingsGaulsSpartans
Highest attack per combat unitHuscarl
165
Haeduan
140
Hippeis
195Best
Highest average defense per combat unitHuscarl
97.5
Haeduan
107.5Best
Spartan Rider
105
Fastest combat unitViking Rider
12
Theutates Thunder
19Best
Spartan Rider
16
Largest combat-unit carryViking Rider
90
Theutates Thunder
75
Spartan Rider
110Best
Lowest resource cost per attack pointViking Raider
6.44Best
Swordsman
8.23
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*
VikingsGaulsSpartans

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.

AxisVikingsGaulsSpartans
Attack
71.7
60.9
84.8Best
Defense
72.2
79.6Best
77.8
Speed
63.2
100Best
84.2
Logistics
75
100Best
38.9
Beginner friendliness*
40
100Best
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
GaulsPhalanx
SpartansSpartan Hoplite
Starting infantryVikingsGaulsSpartans
Attack
45
15
50Best
Defense vs infantry
30
40Best
35
Defense vs cavalry
15
50Best
30
Speed (tiles/h)
7Best
7Best
6
Carry
70Best
35
60
Total resource cost
290Best
315
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960Best
1,040
1,700
Best anti-cavalry infantry available
VikingsBerserker
GaulsPhalanx
SpartansHomoioi
Best anti-cavalry infantry availableVikingsGaulsSpartans
Attack
105Best
15
95
Defense vs infantry
45
40
80Best
Defense vs cavalry
30
50
75Best
Speed (tiles/h)
6
7Best
5
Carry
60Best
35
50
Total resource cost
840
315Best
795
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,040Best
2,200
Espionage
VikingsViking Scout
GaulsPathfinder
SpartansPerioikoi Scout
EspionageVikingsGaulsSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
15
20
25Best
Defense vs cavalry
8
10
12Best
Speed (tiles/h)
10
17Best
16
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
GaulsHaeduan
SpartansHippeis
Offensive cavalryVikingsGaulsSpartans
Attack
165
140
195Best
Defense vs infantry
95Best
50
55
Defense vs cavalry
100
165Best
80
Speed (tiles/h)
10
13Best
9
Carry
75
65
80Best
Total resource cost
2,105
1,965Best
2,315
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,120Best
3,450
Defensive cavalry
VikingsHuscarl
GaulsHaeduan
SpartansSpartan Rider
Defensive cavalryVikingsGaulsSpartans
Attack
165Best
140
55
Defense vs infantry
95
50
120Best
Defense vs cavalry
100
165Best
90
Speed (tiles/h)
10
13
16Best
Carry
75
65
110Best
Total resource cost
2,105
1,965
1,440Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,300
3,120
2,600Best
Ram
VikingsRam
GaulsRam
SpartansRam
RamVikingsGaulsSpartans
Attack
65Best
50
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
105Best
85
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,910Best
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
5,000
4,600Best
Catapult
VikingsCatapult
GaulsTrebuchet
SpartansCatapult
CatapultVikingsGaulsSpartans
Attack
55
70Best
60
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
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
GaulsChieftain
SpartansEphor
ChiefVikingsGaulsSpartans
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
144,650
127,730
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
GaulsSettler
SpartansSpartan Settler
SettlerVikingsGaulsSpartans
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
22,700
21,540Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
22,700Best
26,900

Economy & special mechanics

Economy & special mechanicsVikingsGaulsSpartans
Merchant capacity (resources)
750Best
750Best
500
Merchant speed (tiles/h)
18
24Best
14
Merchant throughput (capacity × speed)
13,500
18,000Best
7,000
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
73.7Best
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
  • Palisade
  • Trapper
  • 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.

Gauls

Trapper

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

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