Skip to content

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

GaulsRomansThree tribes selected. Remove one to add another.TeutonsEgyptiansThree tribes selected. Remove one to add another.HunsThree tribes selected. Remove one to add another.SpartansThree tribes selected. Remove one to add another.Vikings

Add a third tribe to change a pair, then remove one. Selected chips show a check mark. Links preserve your selection.

Share this comparison — Copy the page URL to share this selection.

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.
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).

MilitaryVikingsGaulsTeutons
Highest attack per combat unitHuscarl
165Best
Haeduan
140
Teutonic Knight
150
Highest average defense per combat unitHuscarl
97.5
Haeduan
107.5Best
Paladin
70
Fastest combat unitViking Rider
12
Theutates Thunder
19Best
Paladin
10
Largest combat-unit carryViking Rider
90
Theutates Thunder
75
Paladin
110Best
Lowest resource cost per attack pointViking Raider
6.44
Swordsman
8.23
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*
VikingsGaulsTeutons

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.

AxisVikingsGaulsTeutons
Attack
71.7Best
60.9
65.2
Defense
72.2
79.6Best
51.9
Speed
63.2
100Best
52.6
Logistics
75
100Best
66.7
Beginner friendliness*
40
100Best
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
GaulsPhalanx
TeutonsClubswinger
Starting infantryVikingsGaulsTeutons
Attack
45Best
15
40
Defense vs infantry
30
40Best
20
Defense vs cavalry
15
50Best
5
Speed (tiles/h)
7Best
7Best
7Best
Carry
70Best
35
60
Total resource cost
290
315
250Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
1,040
720Best
Best anti-cavalry infantry available
VikingsBerserker
GaulsPhalanx
TeutonsSpearman
Best anti-cavalry infantry availableVikingsGaulsTeutons
Attack
105Best
15
10
Defense vs infantry
45Best
40
35
Defense vs cavalry
30
50
60Best
Speed (tiles/h)
6
7Best
7Best
Carry
60Best
35
40
Total resource cost
840
315Best
340
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,040Best
1,120
Espionage
VikingsViking Scout
GaulsPathfinder
TeutonsScout
EspionageVikingsGaulsTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
10
Defense vs cavalry
8
10Best
5
Speed (tiles/h)
10
17Best
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
GaulsHaeduan
TeutonsTeutonic Knight
Offensive cavalryVikingsGaulsTeutons
Attack
165Best
140
150
Defense vs infantry
95Best
50
50
Defense vs cavalry
100
165Best
75
Speed (tiles/h)
10
13Best
9
Carry
75
65
80Best
Total resource cost
2,105
1,965
1,525Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,120
2,960Best
Defensive cavalry
VikingsHuscarl
GaulsHaeduan
TeutonsPaladin
Defensive cavalryVikingsGaulsTeutons
Attack
165Best
140
55
Defense vs infantry
95
50
100Best
Defense vs cavalry
100
165Best
40
Speed (tiles/h)
10
13Best
10
Carry
75
65
110Best
Total resource cost
2,105
1,965
1,005Best
Upkeep (crop/h)
3
3
2Best
Base training (seconds)
3,300
3,120
2,400Best
Ram
VikingsRam
GaulsRam
TeutonsRam
RamVikingsGaulsTeutons
Attack
65Best
50
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
105Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,910
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
5,000
4,200Best
Catapult
VikingsCatapult
GaulsTrebuchet
TeutonsCatapult
CatapultVikingsGaulsTeutons
Attack
55
70Best
50
Defense vs infantry
60Best
45
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000
3,130
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
GaulsChieftain
TeutonsChief
ChiefVikingsGaulsTeutons
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
144,650
114,300Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
VikingsViking Settler
GaulsSettler
TeutonsSettler
SettlerVikingsGaulsTeutons
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
22,600Best
22,700
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
22,700Best
31,000

Economy & special mechanics

Economy & special mechanicsVikingsGaulsTeutons
Merchant capacity (resources)
750
750
1,000Best
Merchant speed (tiles/h)
18
24Best
12
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
63.9Best
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
  • Palisade
  • Trapper
  • 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.

Gauls

Trapper

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

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