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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.RomansThree tribes selected. Remove one to add another.TeutonsEgyptiansHunsThree 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.
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.
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).

MilitaryVikingsTeutonsEgyptians
Highest attack per combat unitHuscarl
165Best
Teutonic Knight
150
Royal Chariot
110
Highest average defense per combat unitHuscarl
97.5
Paladin
70
Royal Chariot
135Best
Fastest combat unitViking Rider
12
Paladin
10
Chariot
15Best
Largest combat-unit carryViking Rider
90
Paladin
110Best
Royal Chariot
70
Lowest resource cost per attack pointViking Raider
6.44
Clubswinger
6.25Best
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*
VikingsTeutonsEgyptians

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.

AxisVikingsTeutonsEgyptians
Attack
71.7Best
65.2
47.8
Defense
72.2
51.9
100Best
Speed
63.2
52.6
78.9Best
Logistics
75Best
66.7
66.7
Beginner friendliness*
40
40
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
TeutonsClubswinger
EgyptiansArmed Slave
Starting infantryVikingsTeutonsEgyptians
Attack
45Best
40
10
Defense vs infantry
30Best
20
30Best
Defense vs cavalry
15
5
20Best
Speed (tiles/h)
7Best
7Best
7Best
Carry
70Best
60
20
Total resource cost
290
250
165Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
720
640Best
Best anti-cavalry infantry available
VikingsBerserker
TeutonsSpearman
EgyptiansTemple Guardian
Best anti-cavalry infantry availableVikingsTeutonsEgyptians
Attack
105Best
10
25
Defense vs infantry
45
35
110Best
Defense vs cavalry
30
60
80Best
Speed (tiles/h)
6
7Best
6
Carry
60Best
40
35
Total resource cost
840
340Best
650
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,120Best
1,760
Espionage
VikingsViking Scout
TeutonsScout
EgyptiansHorse Scout
EspionageVikingsTeutonsEgyptians
Attack
0Best
0Best
0Best
Defense vs infantry
15
10
20Best
Defense vs cavalry
8
5
10Best
Speed (tiles/h)
10
9
16Best
Carry
0Best
0Best
0Best
Total resource cost
355Best
360
380
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,120Best
1,360
Offensive cavalry
VikingsHuscarl
TeutonsTeutonic Knight
EgyptiansRoyal Chariot
Offensive cavalryVikingsTeutonsEgyptians
Attack
165Best
150
110
Defense vs infantry
95
50
120Best
Defense vs cavalry
100
75
150Best
Speed (tiles/h)
10Best
9
10Best
Carry
75
80Best
70
Total resource cost
2,105
1,525Best
1,800
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
2,960Best
3,120
Defensive cavalry
VikingsHuscarl
TeutonsPaladin
EgyptiansRoyal Chariot
Defensive cavalryVikingsTeutonsEgyptians
Attack
165Best
55
110
Defense vs infantry
95
100
120Best
Defense vs cavalry
100
40
150Best
Speed (tiles/h)
10Best
10Best
10Best
Carry
75
110Best
70
Total resource cost
2,105
1,005Best
1,800
Upkeep (crop/h)
3
2Best
3
Base training (seconds)
3,300
2,400Best
3,120
Ram
VikingsRam
TeutonsRam
EgyptiansRam
RamVikingsTeutonsEgyptians
Attack
65Best
65Best
55
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
80
95Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,720Best
1,990
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,200Best
4,800
Catapult
VikingsCatapult
TeutonsCatapult
EgyptiansCatapult
CatapultVikingsTeutonsEgyptians
Attack
55
50
65Best
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
2,760Best
3,250
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
TeutonsChief
EgyptiansNomarch
ChiefVikingsTeutonsEgyptians
Attack
50Best
40
40
Defense vs infantry
45
60Best
50
Defense vs cavalry
40
40
50Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
125,100
114,300Best
160,000
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
70,500Best
90,700
Settler
VikingsViking Settler
TeutonsSettler
EgyptiansEgyptian Settler
SettlerVikingsTeutonsEgyptians
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
25,000
21,000Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
31,000
24,800Best

Economy & special mechanics

Economy & special mechanicsVikingsTeutonsEgyptians
Merchant capacity (resources)
750
1,000Best
750
Merchant speed (tiles/h)
18Best
12
16
Merchant throughput (capacity × speed)
13,500Best
12,000
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
48.6
80.6Best
Hospital recovery share (%)
50Best
40
40
Wounded storage per hospital level
60Best
30
30
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Earth Wall
  • Brewery
  • 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.

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.

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