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Seven paths. Different strengths. Make your choice with the numbers in front of you.

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GaulsRomansTeutonsThree tribes selected. Remove one to add another.EgyptiansThree tribes selected. Remove one to add another.HunsThree 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.
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.

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).

MilitaryVikingsRomansGauls
Highest attack per combat unitHuscarl
165
Equites Caesaris
180Best
Haeduan
140
Highest average defense per combat unitHuscarl
97.5
Equites Caesaris
92.5
Haeduan
107.5Best
Fastest combat unitViking Rider
12
Equites Imperatoris
14
Theutates Thunder
19Best
Largest combat-unit carryViking Rider
90
Equites Imperatoris
100Best
Theutates Thunder
75
Lowest resource cost per attack pointViking Raider
6.44Best
Imperian
8.57
Swordsman
8.23
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*
VikingsRomansGauls

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.

AxisVikingsRomansGauls
Attack
71.7
78.3Best
60.9
Defense
72.2
68.5
79.6Best
Speed
63.2
73.7
100Best
Logistics
75
44.4
100Best
Beginner friendliness*
40
60
100Best

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
GaulsPhalanx
Starting infantryVikingsRomansGauls
Attack
45Best
40
15
Defense vs infantry
30
35
40Best
Defense vs cavalry
15
50Best
50Best
Speed (tiles/h)
7Best
6
7Best
Carry
70Best
50
35
Total resource cost
290Best
400
315
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960Best
1,600
1,040
Best anti-cavalry infantry available
VikingsBerserker
RomansLegionnaire
GaulsPhalanx
Best anti-cavalry infantry availableVikingsRomansGauls
Attack
105Best
40
15
Defense vs infantry
45Best
35
40
Defense vs cavalry
30
50Best
50Best
Speed (tiles/h)
6
6
7Best
Carry
60Best
50
35
Total resource cost
840
400
315Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,600
1,040Best
Espionage
VikingsViking Scout
RomansEquites Legati
GaulsPathfinder
EspionageVikingsRomansGauls
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
20Best
Defense vs cavalry
8
10Best
10Best
Speed (tiles/h)
10
16
17Best
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
GaulsHaeduan
Offensive cavalryVikingsRomansGauls
Attack
165
180Best
140
Defense vs infantry
95Best
80
50
Defense vs cavalry
100
105
165Best
Speed (tiles/h)
10
10
13Best
Carry
75Best
70
65
Total resource cost
2,105
2,170
1,965Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,300
3,520
3,120Best
Defensive cavalry
VikingsHuscarl
RomansEquites Caesaris
GaulsHaeduan
Defensive cavalryVikingsRomansGauls
Attack
165
180Best
140
Defense vs infantry
95Best
80
50
Defense vs cavalry
100
105
165Best
Speed (tiles/h)
10
10
13Best
Carry
75Best
70
65
Total resource cost
2,105
2,170
1,965Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,300
3,520
3,120Best
Ram
VikingsRam
RomansBattering Ram
GaulsRam
RamVikingsRomansGauls
Attack
65Best
60
50
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
75
105Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,830Best
1,910
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,600Best
5,000
Catapult
VikingsCatapult
RomansFire Catapult
GaulsTrebuchet
CatapultVikingsRomansGauls
Attack
55
75Best
70
Defense vs infantry
60Best
60Best
45
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000
2,990Best
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
RomansSenator
GaulsChieftain
ChiefVikingsRomansGauls
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
144,650
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
RomansSettler
GaulsSettler
SettlerVikingsRomansGauls
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
22,600Best
23,800
22,700
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
26,900
22,700Best

Economy & special mechanics

Economy & special mechanicsVikingsRomansGauls
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
18
16
24Best
Merchant throughput (capacity × speed)
13,500
8,000
18,000Best
Base simultaneous construction jobs
1
2Best
1
Cranny protection, level 10 (each resource)
1,000
1,000
2,000Best
Wall troop bonus, level 20 (%)
54.5
80.6Best
63.9
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
  • Palisade
  • Trapper

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.

Gauls

Trapper

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

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