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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.RomansTeutonsEgyptiansThree 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.
Teutons portrait

Teutons

Offense

For beginners: Demanding

Strengths

  • Clubswingers offer inexpensive attack power and short base training.
  • Spearmen provide an infantry answer to cavalry threats.
  • Large merchant loads support bulk transfers.

Weaknesses

  • Clubswingers have particularly weak defense against cavalry.
  • Merchant journeys are slower than those of the other six tribes.
  • An offensive opening needs attention, information and replacement resources.

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).

MilitaryVikingsRomansTeutons
Highest attack per combat unitHuscarl
165
Equites Caesaris
180Best
Teutonic Knight
150
Highest average defense per combat unitHuscarl
97.5Best
Equites Caesaris
92.5
Paladin
70
Fastest combat unitViking Rider
12
Equites Imperatoris
14Best
Paladin
10
Largest combat-unit carryViking Rider
90
Equites Imperatoris
100
Paladin
110Best
Lowest resource cost per attack pointViking Raider
6.44
Imperian
8.57
Clubswinger
6.25Best
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*
VikingsRomansTeutons

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.

AxisVikingsRomansTeutons
Attack
71.7
78.3Best
65.2
Defense
72.2Best
68.5
51.9
Speed
63.2
73.7Best
52.6
Logistics
75Best
44.4
66.7
Beginner friendliness*
40
60Best
40

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
TeutonsClubswinger
Starting infantryVikingsRomansTeutons
Attack
45Best
40
40
Defense vs infantry
30
35Best
20
Defense vs cavalry
15
50Best
5
Speed (tiles/h)
7Best
6
7Best
Carry
70Best
50
60
Total resource cost
290
400
250Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
1,600
720Best
Best anti-cavalry infantry available
VikingsBerserker
RomansLegionnaire
TeutonsSpearman
Best anti-cavalry infantry availableVikingsRomansTeutons
Attack
105Best
40
10
Defense vs infantry
45Best
35
35
Defense vs cavalry
30
50
60Best
Speed (tiles/h)
6
6
7Best
Carry
60Best
50
40
Total resource cost
840
400
340Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,600
1,120Best
Espionage
VikingsViking Scout
RomansEquites Legati
TeutonsScout
EspionageVikingsRomansTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
15
20Best
10
Defense vs cavalry
8
10Best
5
Speed (tiles/h)
10
16Best
9
Carry
0Best
0Best
0Best
Total resource cost
355Best
360
360
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,360
1,120Best
Offensive cavalry
VikingsHuscarl
RomansEquites Caesaris
TeutonsTeutonic Knight
Offensive cavalryVikingsRomansTeutons
Attack
165
180Best
150
Defense vs infantry
95Best
80
50
Defense vs cavalry
100
105Best
75
Speed (tiles/h)
10Best
10Best
9
Carry
75
70
80Best
Total resource cost
2,105
2,170
1,525Best
Upkeep (crop/h)
3Best
4
3Best
Base training (seconds)
3,300
3,520
2,960Best
Defensive cavalry
VikingsHuscarl
RomansEquites Caesaris
TeutonsPaladin
Defensive cavalryVikingsRomansTeutons
Attack
165
180Best
55
Defense vs infantry
95
80
100Best
Defense vs cavalry
100
105Best
40
Speed (tiles/h)
10Best
10Best
10Best
Carry
75
70
110Best
Total resource cost
2,105
2,170
1,005Best
Upkeep (crop/h)
3
4
2Best
Base training (seconds)
3,300
3,520
2,400Best
Ram
VikingsRam
RomansBattering Ram
TeutonsRam
RamVikingsRomansTeutons
Attack
65Best
60
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80Best
75
80Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,830
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,600
4,200Best
Catapult
VikingsCatapult
RomansFire Catapult
TeutonsCatapult
CatapultVikingsRomansTeutons
Attack
55
75Best
50
Defense vs infantry
60Best
60Best
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000
2,990
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
RomansSenator
TeutonsChief
ChiefVikingsRomansTeutons
Attack
50Best
50Best
40
Defense vs infantry
45
40
60Best
Defense vs cavalry
40Best
30
40Best
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
125,100
140,450
114,300Best
Upkeep (crop/h)
4Best
5
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
VikingsViking Settler
RomansSettler
TeutonsSettler
SettlerVikingsRomansTeutons
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
22,600Best
23,800
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
26,900Best
31,000

Economy & special mechanics

Economy & special mechanicsVikingsRomansTeutons
Merchant capacity (resources)
750
500
1,000Best
Merchant speed (tiles/h)
18Best
16
12
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
48.6
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
  • Earth Wall
  • Brewery

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.

Teutons

Brewery

While a capital festival is active, the Brewery adds its level-based attack bonus across your villages. It also halves chief persuasion and makes catapult targets random. Plan conquest separately.

Against a Teuton attack, Cranny protection is multiplied by 0.8 in this server’s battle resolution.

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