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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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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.
Spartans portrait

Spartans

Defense

For beginners: Intermediate

Strengths

  • Homoioi combine substantial infantry attack with useful defensive values.
  • Spartan Riders offer strong defense at a high movement speed.
  • The Big Hospital provides a larger recovery share and storage than the standard Hospital.

Weaknesses

  • Several core units require a significant resource investment.
  • Homoioi move slowly compared with the faster infantry options elsewhere.
  • The Big Hospital requires advanced infrastructure and does not prevent losses.

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).

MilitaryVikingsRomansSpartans
Highest attack per combat unitHuscarl
165
Equites Caesaris
180
Hippeis
195Best
Highest average defense per combat unitHuscarl
97.5
Equites Caesaris
92.5
Spartan Rider
105Best
Fastest combat unitViking Rider
12
Equites Imperatoris
14
Spartan Rider
16Best
Largest combat-unit carryViking Rider
90
Equites Imperatoris
100
Spartan Rider
110Best
Lowest resource cost per attack pointViking Raider
6.44Best
Imperian
8.57
Homoioi
8.37
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*
VikingsRomansSpartans

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.

AxisVikingsRomansSpartans
Attack
71.7
78.3
84.8Best
Defense
72.2
68.5
77.8Best
Speed
63.2
73.7
84.2Best
Logistics
75Best
44.4
38.9
Beginner friendliness*
40
60Best
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
RomansLegionnaire
SpartansSpartan Hoplite
Starting infantryVikingsRomansSpartans
Attack
45
40
50Best
Defense vs infantry
30
35Best
35Best
Defense vs cavalry
15
50Best
30
Speed (tiles/h)
7Best
6
6
Carry
70Best
50
60
Total resource cost
290Best
400
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960Best
1,600
1,700
Best anti-cavalry infantry available
VikingsBerserker
RomansLegionnaire
SpartansHomoioi
Best anti-cavalry infantry availableVikingsRomansSpartans
Attack
105Best
40
95
Defense vs infantry
45
35
80Best
Defense vs cavalry
30
50
75Best
Speed (tiles/h)
6Best
6Best
5
Carry
60Best
50
50
Total resource cost
840
400Best
795
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,600Best
2,200
Espionage
VikingsViking Scout
RomansEquites Legati
SpartansPerioikoi Scout
EspionageVikingsRomansSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
15
20
25Best
Defense vs cavalry
8
10
12Best
Speed (tiles/h)
10
16Best
16Best
Carry
0Best
0Best
0Best
Total resource cost
355Best
360
445
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
VikingsHuscarl
RomansEquites Caesaris
SpartansHippeis
Offensive cavalryVikingsRomansSpartans
Attack
165
180
195Best
Defense vs infantry
95Best
80
55
Defense vs cavalry
100
105Best
80
Speed (tiles/h)
10Best
10Best
9
Carry
75
70
80Best
Total resource cost
2,105Best
2,170
2,315
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,300Best
3,520
3,450
Defensive cavalry
VikingsHuscarl
RomansEquites Caesaris
SpartansSpartan Rider
Defensive cavalryVikingsRomansSpartans
Attack
165
180Best
55
Defense vs infantry
95
80
120Best
Defense vs cavalry
100
105Best
90
Speed (tiles/h)
10
10
16Best
Carry
75
70
110Best
Total resource cost
2,105
2,170
1,440Best
Upkeep (crop/h)
3
4
2Best
Base training (seconds)
3,300
3,520
2,600Best
Ram
VikingsRam
RomansBattering Ram
SpartansRam
RamVikingsRomansSpartans
Attack
65Best
60
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
75
85Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,830Best
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,600Best
4,600Best
Catapult
VikingsCatapult
RomansFire Catapult
SpartansCatapult
CatapultVikingsRomansSpartans
Attack
55
75Best
60
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
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
RomansSenator
SpartansEphor
ChiefVikingsRomansSpartans
Attack
50Best
50Best
45
Defense vs infantry
45
40
50Best
Defense vs cavalry
40
30
45Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
125,100Best
140,450
127,730
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
RomansSettler
SpartansSpartan Settler
SettlerVikingsRomansSpartans
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
21,540Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
26,900Best
26,900Best

Economy & special mechanics

Economy & special mechanicsVikingsRomansSpartans
Merchant capacity (resources)
750Best
500
500
Merchant speed (tiles/h)
18Best
16
14
Merchant throughput (capacity × speed)
13,500Best
8,000
7,000
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
73.7
Hospital recovery share (%)
50Best
40
50Best
Wounded storage per hospital level
60Best
30
60Best
Base chief loyalty reduction
20–25
20–30Best
20–25
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • City Wall
  • Horse Drinking Trough
  • Defensive Wall
  • Big Hospital

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.

Spartans

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.

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