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.TeutonsEgyptiansThree tribes selected. Remove one to add another.HunsThree 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.
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).

MilitaryVikingsSpartansTeutons
Highest attack per combat unitHuscarl
165
Hippeis
195Best
Teutonic Knight
150
Highest average defense per combat unitHuscarl
97.5
Spartan Rider
105Best
Paladin
70
Fastest combat unitViking Rider
12
Spartan Rider
16Best
Paladin
10
Largest combat-unit carryViking Rider
90
Spartan Rider
110Best
Paladin
110Best
Lowest resource cost per attack pointViking Raider
6.44
Homoioi
8.37
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*
VikingsSpartansTeutons

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.

AxisVikingsSpartansTeutons
Attack
71.7
84.8Best
65.2
Defense
72.2
77.8Best
51.9
Speed
63.2
84.2Best
52.6
Logistics
75Best
38.9
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
SpartansSpartan Hoplite
TeutonsClubswinger
Starting infantryVikingsSpartansTeutons
Attack
45
50Best
40
Defense vs infantry
30
35Best
20
Defense vs cavalry
15
30Best
5
Speed (tiles/h)
7Best
6
7Best
Carry
70Best
60
60
Total resource cost
290
440
250Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
1,700
720Best
Best anti-cavalry infantry available
VikingsBerserker
SpartansHomoioi
TeutonsSpearman
Best anti-cavalry infantry availableVikingsSpartansTeutons
Attack
105Best
95
10
Defense vs infantry
45
80Best
35
Defense vs cavalry
30
75Best
60
Speed (tiles/h)
6
5
7Best
Carry
60Best
50
40
Total resource cost
840
795
340Best
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
2,200
1,120Best
Espionage
VikingsViking Scout
SpartansPerioikoi Scout
TeutonsScout
EspionageVikingsSpartansTeutons
Attack
0Best
0Best
0Best
Defense vs infantry
15
25Best
10
Defense vs cavalry
8
12Best
5
Speed (tiles/h)
10
16Best
9
Carry
0Best
0Best
0Best
Total resource cost
355Best
445
360
Upkeep (crop/h)
1Best
2
1Best
Base training (seconds)
1,120Best
1,360
1,120Best
Offensive cavalry
VikingsHuscarl
SpartansHippeis
TeutonsTeutonic Knight
Offensive cavalryVikingsSpartansTeutons
Attack
165
195Best
150
Defense vs infantry
95Best
55
50
Defense vs cavalry
100Best
80
75
Speed (tiles/h)
10Best
9
9
Carry
75
80Best
80Best
Total resource cost
2,105
2,315
1,525Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
3,450
2,960Best
Defensive cavalry
VikingsHuscarl
SpartansSpartan Rider
TeutonsPaladin
Defensive cavalryVikingsSpartansTeutons
Attack
165Best
55
55
Defense vs infantry
95
120Best
100
Defense vs cavalry
100Best
90
40
Speed (tiles/h)
10
16Best
10
Carry
75
110Best
110Best
Total resource cost
2,105
1,440
1,005Best
Upkeep (crop/h)
3
2Best
2Best
Base training (seconds)
3,300
2,600
2,400Best
Ram
VikingsRam
SpartansRam
TeutonsRam
RamVikingsSpartansTeutons
Attack
65Best
65Best
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
85Best
80
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,995
1,720Best
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,600
4,200Best
Catapult
VikingsCatapult
SpartansCatapult
TeutonsCatapult
CatapultVikingsSpartansTeutons
Attack
55
60Best
50
Defense vs infantry
60Best
55
60Best
Defense vs cavalry
10Best
10Best
10Best
Speed (tiles/h)
3Best
3Best
3Best
Carry
0Best
0Best
0Best
Total resource cost
3,000
3,130
2,760Best
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
SpartansEphor
TeutonsChief
ChiefVikingsSpartansTeutons
Attack
50Best
45
40
Defense vs infantry
45
50
60Best
Defense vs cavalry
40
45Best
40
Speed (tiles/h)
5Best
4
5Best
Carry
0Best
0Best
0Best
Total resource cost
125,100
127,730
114,300Best
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
90,700
70,500Best
Settler
VikingsViking Settler
SpartansSpartan Settler
TeutonsSettler
SettlerVikingsSpartansTeutons
Attack
10Best
10Best
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
21,540Best
25,000
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
26,900Best
31,000

Economy & special mechanics

Economy & special mechanicsVikingsSpartansTeutons
Merchant capacity (resources)
750
500
1,000Best
Merchant speed (tiles/h)
18Best
14
12
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
73.7Best
48.6
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
  • 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.

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.

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