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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.
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.
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.

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).

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

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.

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

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

Economy & special mechanics

Economy & special mechanicsVikingsRomansHuns
Merchant capacity (resources)
750Best
500
500
Merchant speed (tiles/h)
18
16
20Best
Merchant throughput (capacity × speed)
13,500Best
8,000
10,000
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
34.7
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
  • Makeshift Wall
  • Command Center

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.

Huns

Command Center

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

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