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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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GaulsThree tribes selected. Remove one to add another.RomansTeutonsThree tribes selected. Remove one to add another.EgyptiansThree tribes selected. Remove one to add another.HunsSpartansThree 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.
Huns portrait

Huns

Offense

For beginners: Demanding

Strengths

  • Four combat cavalry choices offer several offensive options.
  • Elite Riders carry the highest attack value in this seven-tribe roster.
  • The Command Center provides the Hun route to expansion.

Weaknesses

  • The Makeshift Wall has the smallest troop multiplier of the seven walls.
  • Cavalry development requires a substantial resource and crop commitment.
  • A single combat infantry type limits infantry specialisation.
Romans portrait

Romans

Balanced

For beginners: Intermediate

Strengths

  • Parallel resource-field and village-building construction helps develop infrastructure.
  • Specialist infantry and several cavalry options allow a varied army.
  • The City Wall and Horse Drinking Trough offer distinct development paths.

Weaknesses

  • Parallel queues require enough resources to keep both productive.
  • Heavy cavalry costs substantial resources and crop.
  • A varied roster can tempt you to fund too many plans at once.

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).

MilitaryVikingsHunsRomans
Highest attack per combat unitHuscarl
165
Elite Rider
230Best
Equites Caesaris
180
Highest average defense per combat unitHuscarl
97.5Best
Elite Rider
77.5
Equites Caesaris
92.5
Fastest combat unitViking Rider
12
Horse Archer
16Best
Equites Imperatoris
14
Largest combat-unit carryViking Rider
90
Steppe Rider
105Best
Equites Imperatoris
100
Lowest resource cost per attack pointViking Raider
6.44Best
Horse Archer
7.46
Imperian
8.57
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*
VikingsHunsRomans

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.

AxisVikingsHunsRomans
Attack
71.7
100Best
78.3
Defense
72.2Best
57.4
68.5
Speed
63.2
84.2Best
73.7
Logistics
75Best
55.6
44.4
Beginner friendliness*
40
20
60Best

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
HunsHun Warrior
RomansLegionnaire
Starting infantryVikingsHunsRomans
Attack
45Best
35
40
Defense vs infantry
30
40Best
35
Defense vs cavalry
15
30
50Best
Speed (tiles/h)
7Best
6
6
Carry
70Best
50
50
Total resource cost
290Best
290Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960Best
1,120
1,600
Best anti-cavalry infantry available
VikingsBerserker
HunsHun Warrior
RomansLegionnaire
Best anti-cavalry infantry availableVikingsHunsRomans
Attack
105Best
35
40
Defense vs infantry
45Best
40
35
Defense vs cavalry
30
30
50Best
Speed (tiles/h)
6Best
6Best
6Best
Carry
60Best
50
50
Total resource cost
840
290Best
400
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,120Best
1,600
Espionage
VikingsViking Scout
HunsScout Rider
RomansEquites Legati
EspionageVikingsHunsRomans
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
20Best
Defense vs cavalry
8
10Best
10Best
Speed (tiles/h)
10
19Best
16
Carry
0Best
0Best
0Best
Total resource cost
355Best
380
360
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
VikingsHuscarl
HunsElite Rider
RomansEquites Caesaris
Offensive cavalryVikingsHunsRomans
Attack
165
230Best
180
Defense vs infantry
95Best
90
80
Defense vs cavalry
100
65
105Best
Speed (tiles/h)
10
13Best
10
Carry
75Best
70
70
Total resource cost
2,105Best
2,390
2,170
Upkeep (crop/h)
3Best
4
4
Base training (seconds)
3,300Best
3,520
3,520
Defensive cavalry
VikingsHuscarl
HunsElite Rider
RomansEquites Caesaris
Defensive cavalryVikingsHunsRomans
Attack
165
230Best
180
Defense vs infantry
95Best
90
80
Defense vs cavalry
100
65
105Best
Speed (tiles/h)
10
13Best
10
Carry
75Best
70
70
Total resource cost
2,105Best
2,390
2,170
Upkeep (crop/h)
3Best
4
4
Base training (seconds)
3,300Best
3,520
3,520
Ram
VikingsRam
HunsRam
RomansBattering Ram
RamVikingsHunsRomans
Attack
65Best
65Best
60
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
90Best
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,820Best
1,830
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,400Best
4,600
Catapult
VikingsCatapult
HunsCatapult
RomansFire Catapult
CatapultVikingsHunsRomans
Attack
55
45
75Best
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
2,910Best
2,990
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
HunsTribal Chief
RomansSenator
ChiefVikingsHunsRomans
Attack
50Best
50Best
50Best
Defense vs infantry
45Best
40
40
Defense vs cavalry
40Best
30
30
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
125,100
117,600Best
140,450
Upkeep (crop/h)
4Best
5
5
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
HunsHun Settler
RomansSettler
SettlerVikingsHunsRomans
Attack
10Best
10Best
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
20,900Best
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
28,950
26,900Best

Economy & special mechanics

Economy & special mechanicsVikingsHunsRomans
Merchant capacity (resources)
750Best
500
500
Merchant speed (tiles/h)
18
20Best
16
Merchant throughput (capacity × speed)
13,500Best
10,000
8,000
Base simultaneous construction jobs
1
1
2Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
54.5
34.7
80.6Best
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25
20–25
20–30Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Makeshift Wall
  • Command Center
  • City Wall
  • Horse Drinking Trough

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.

Huns

Command Center

The Command Center replaces the Residence and Palace for Huns. It handles expansion troop training and capital administration.

Romans

Horse Drinking Trough

The Horse Drinking Trough improves cavalry training. It reduces upkeep by one for Equites Legati at level 10, Equites Imperatoris at level 15, and Equites Caesaris at level 20. The table above shows upkeep before these reductions.

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