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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.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.
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.
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).

MilitaryVikingsRomansEgyptians
Highest attack per combat unitHuscarl
165
Equites Caesaris
180Best
Royal Chariot
110
Highest average defense per combat unitHuscarl
97.5
Equites Caesaris
92.5
Royal Chariot
135Best
Fastest combat unitViking Rider
12
Equites Imperatoris
14
Chariot
15Best
Largest combat-unit carryViking Rider
90
Equites Imperatoris
100Best
Royal Chariot
70
Lowest resource cost per attack pointViking Raider
6.44Best
Imperian
8.57
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*
VikingsRomansEgyptians

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.

AxisVikingsRomansEgyptians
Attack
71.7
78.3Best
47.8
Defense
72.2
68.5
100Best
Speed
63.2
73.7
78.9Best
Logistics
75Best
44.4
66.7
Beginner friendliness*
40
60
80Best

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
RomansLegionnaire
EgyptiansArmed Slave
Starting infantryVikingsRomansEgyptians
Attack
45Best
40
10
Defense vs infantry
30
35Best
30
Defense vs cavalry
15
50Best
20
Speed (tiles/h)
7Best
6
7Best
Carry
70Best
50
20
Total resource cost
290
400
165Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
1,600
640Best
Best anti-cavalry infantry available
VikingsBerserker
RomansLegionnaire
EgyptiansTemple Guardian
Best anti-cavalry infantry availableVikingsRomansEgyptians
Attack
105Best
40
25
Defense vs infantry
45
35
110Best
Defense vs cavalry
30
50
80Best
Speed (tiles/h)
6Best
6Best
6Best
Carry
60Best
50
35
Total resource cost
840
400Best
650
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,600Best
1,760
Espionage
VikingsViking Scout
RomansEquites Legati
EgyptiansHorse Scout
EspionageVikingsRomansEgyptians
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
20Best
Defense vs cavalry
8
10Best
10Best
Speed (tiles/h)
10
16Best
16Best
Carry
0Best
0Best
0Best
Total resource cost
355Best
360
380
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
VikingsHuscarl
RomansEquites Caesaris
EgyptiansRoyal Chariot
Offensive cavalryVikingsRomansEgyptians
Attack
165
180Best
110
Defense vs infantry
95
80
120Best
Defense vs cavalry
100
105
150Best
Speed (tiles/h)
10Best
10Best
10Best
Carry
75Best
70
70
Total resource cost
2,105
2,170
1,800Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,300
3,520
3,120Best
Defensive cavalry
VikingsHuscarl
RomansEquites Caesaris
EgyptiansRoyal Chariot
Defensive cavalryVikingsRomansEgyptians
Attack
165
180Best
110
Defense vs infantry
95
80
120Best
Defense vs cavalry
100
105
150Best
Speed (tiles/h)
10Best
10Best
10Best
Carry
75Best
70
70
Total resource cost
2,105
2,170
1,800Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,300
3,520
3,120Best
Ram
VikingsRam
RomansBattering Ram
EgyptiansRam
RamVikingsRomansEgyptians
Attack
65Best
60
55
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
75
95Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,830Best
1,990
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,600Best
4,800
Catapult
VikingsCatapult
RomansFire Catapult
EgyptiansCatapult
CatapultVikingsRomansEgyptians
Attack
55
75Best
65
Defense vs infantry
60Best
60Best
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000
2,990Best
3,250
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
RomansSenator
EgyptiansNomarch
ChiefVikingsRomansEgyptians
Attack
50Best
50Best
40
Defense vs infantry
45
40
50Best
Defense vs cavalry
40
30
50Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
125,100Best
140,450
160,000
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
RomansSettler
EgyptiansEgyptian Settler
SettlerVikingsRomansEgyptians
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
23,800
21,000Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
26,900
24,800Best

Economy & special mechanics

Economy & special mechanicsVikingsRomansEgyptians
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
18Best
16
16
Merchant throughput (capacity × speed)
13,500Best
8,000
12,000
Base simultaneous construction jobs
1
2Best
1
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
54.5
80.6Best
80.6Best
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25
20–30Best
20–25
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • City Wall
  • Horse Drinking Trough
  • 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.

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.

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