Skip to content

CHOOSE YOUR PATH

Compare the tribes

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

Choose 2 or 3 tribes

GaulsThree tribes selected. Remove one to add another.RomansThree tribes selected. Remove one to add another.TeutonsThree tribes selected. Remove one to add another.EgyptiansHunsThree tribes selected. Remove one to add another.SpartansVikings

Add a third tribe to change a pair, then remove one. Selected chips show a check mark. Links preserve your selection.

Share this comparison — Copy the page URL to share this selection.

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.
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.
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).

MilitaryVikingsSpartansEgyptians
Highest attack per combat unitHuscarl
165
Hippeis
195Best
Royal Chariot
110
Highest average defense per combat unitHuscarl
97.5
Spartan Rider
105
Royal Chariot
135Best
Fastest combat unitViking Rider
12
Spartan Rider
16Best
Chariot
15
Largest combat-unit carryViking Rider
90
Spartan Rider
110Best
Royal Chariot
70
Lowest resource cost per attack pointViking Raider
6.44Best
Homoioi
8.37
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*
VikingsSpartansEgyptians

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.

AxisVikingsSpartansEgyptians
Attack
71.7
84.8Best
47.8
Defense
72.2
77.8
100Best
Speed
63.2
84.2Best
78.9
Logistics
75Best
38.9
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
SpartansSpartan Hoplite
EgyptiansArmed Slave
Starting infantryVikingsSpartansEgyptians
Attack
45
50Best
10
Defense vs infantry
30
35Best
30
Defense vs cavalry
15
30Best
20
Speed (tiles/h)
7Best
6
7Best
Carry
70Best
60
20
Total resource cost
290
440
165Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
1,700
640Best
Best anti-cavalry infantry available
VikingsBerserker
SpartansHomoioi
EgyptiansTemple Guardian
Best anti-cavalry infantry availableVikingsSpartansEgyptians
Attack
105Best
95
25
Defense vs infantry
45
80
110Best
Defense vs cavalry
30
75
80Best
Speed (tiles/h)
6Best
5
6Best
Carry
60Best
50
35
Total resource cost
840
795
650Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
2,200
1,760Best
Espionage
VikingsViking Scout
SpartansPerioikoi Scout
EgyptiansHorse Scout
EspionageVikingsSpartansEgyptians
Attack
0Best
0Best
0Best
Defense vs infantry
15
25Best
20
Defense vs cavalry
8
12Best
10
Speed (tiles/h)
10
16Best
16Best
Carry
0Best
0Best
0Best
Total resource cost
355Best
445
380
Upkeep (crop/h)
1Best
2
2
Base training (seconds)
1,120Best
1,360
1,360
Offensive cavalry
VikingsHuscarl
SpartansHippeis
EgyptiansRoyal Chariot
Offensive cavalryVikingsSpartansEgyptians
Attack
165
195Best
110
Defense vs infantry
95
55
120Best
Defense vs cavalry
100
80
150Best
Speed (tiles/h)
10Best
9
10Best
Carry
75
80Best
70
Total resource cost
2,105
2,315
1,800Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,450
3,120Best
Defensive cavalry
VikingsHuscarl
SpartansSpartan Rider
EgyptiansRoyal Chariot
Defensive cavalryVikingsSpartansEgyptians
Attack
165Best
55
110
Defense vs infantry
95
120Best
120Best
Defense vs cavalry
100
90
150Best
Speed (tiles/h)
10
16Best
10
Carry
75
110Best
70
Total resource cost
2,105
1,440Best
1,800
Upkeep (crop/h)
3
2Best
3
Base training (seconds)
3,300
2,600Best
3,120
Ram
VikingsRam
SpartansRam
EgyptiansRam
RamVikingsSpartansEgyptians
Attack
65Best
65Best
55
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
85
95Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940Best
1,995
1,990
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,600Best
4,800
Catapult
VikingsCatapult
SpartansCatapult
EgyptiansCatapult
CatapultVikingsSpartansEgyptians
Attack
55
60
65Best
Defense vs infantry
60Best
55
55
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000Best
3,130
3,250
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
SpartansEphor
EgyptiansNomarch
ChiefVikingsSpartansEgyptians
Attack
50Best
45
40
Defense vs infantry
45
50Best
50Best
Defense vs cavalry
40
45
50Best
Speed (tiles/h)
5Best
4
4
Carry
0Best
0Best
0Best
Total resource cost
125,100Best
127,730
160,000
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700Best
90,700Best
90,700Best
Settler
VikingsViking Settler
SpartansSpartan Settler
EgyptiansEgyptian Settler
SettlerVikingsSpartansEgyptians
Attack
10Best
10Best
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
21,540
21,000Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
26,900
24,800Best

Economy & special mechanics

Economy & special mechanicsVikingsSpartansEgyptians
Merchant capacity (resources)
750Best
500
750Best
Merchant speed (tiles/h)
18Best
14
16
Merchant throughput (capacity × speed)
13,500Best
7,000
12,000
Base simultaneous construction jobs
1Best
1Best
1Best
Cranny protection, level 10 (each resource)
1,000Best
1,000Best
1,000Best
Wall troop bonus, level 20 (%)
54.5
73.7
80.6Best
Hospital recovery share (%)
50Best
50Best
40
Wounded storage per hospital level
60Best
60Best
30
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Defensive Wall
  • Big Hospital
  • 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.

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.

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