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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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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.
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.
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.

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).

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

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.

AxisVikingsTeutonsRomans
Attack
71.7
65.2
78.3Best
Defense
72.2Best
51.9
68.5
Speed
63.2
52.6
73.7Best
Logistics
75Best
66.7
44.4
Beginner friendliness*
40
40
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
TeutonsClubswinger
RomansLegionnaire
Starting infantryVikingsTeutonsRomans
Attack
45Best
40
40
Defense vs infantry
30
20
35Best
Defense vs cavalry
15
5
50Best
Speed (tiles/h)
7Best
7Best
6
Carry
70Best
60
50
Total resource cost
290
250Best
400
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
720Best
1,600
Best anti-cavalry infantry available
VikingsBerserker
TeutonsSpearman
RomansLegionnaire
Best anti-cavalry infantry availableVikingsTeutonsRomans
Attack
105Best
10
40
Defense vs infantry
45Best
35
35
Defense vs cavalry
30
60Best
50
Speed (tiles/h)
6
7Best
6
Carry
60Best
40
50
Total resource cost
840
340Best
400
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,120Best
1,600
Espionage
VikingsViking Scout
TeutonsScout
RomansEquites Legati
EspionageVikingsTeutonsRomans
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
360
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,120Best
1,360
Offensive cavalry
VikingsHuscarl
TeutonsTeutonic Knight
RomansEquites Caesaris
Offensive cavalryVikingsTeutonsRomans
Attack
165
150
180Best
Defense vs infantry
95Best
50
80
Defense vs cavalry
100
75
105Best
Speed (tiles/h)
10Best
9
10Best
Carry
75
80Best
70
Total resource cost
2,105
1,525Best
2,170
Upkeep (crop/h)
3Best
3Best
4
Base training (seconds)
3,300
2,960Best
3,520
Defensive cavalry
VikingsHuscarl
TeutonsPaladin
RomansEquites Caesaris
Defensive cavalryVikingsTeutonsRomans
Attack
165
55
180Best
Defense vs infantry
95
100Best
80
Defense vs cavalry
100
40
105Best
Speed (tiles/h)
10Best
10Best
10Best
Carry
75
110Best
70
Total resource cost
2,105
1,005Best
2,170
Upkeep (crop/h)
3
2Best
4
Base training (seconds)
3,300
2,400Best
3,520
Ram
VikingsRam
TeutonsRam
RomansBattering Ram
RamVikingsTeutonsRomans
Attack
65Best
65Best
60
Defense vs infantry
35Best
30
30
Defense vs cavalry
80Best
80Best
75
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,720Best
1,830
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,200Best
4,600
Catapult
VikingsCatapult
TeutonsCatapult
RomansFire Catapult
CatapultVikingsTeutonsRomans
Attack
55
50
75Best
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
2,760Best
2,990
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
TeutonsChief
RomansSenator
ChiefVikingsTeutonsRomans
Attack
50Best
40
50Best
Defense vs infantry
45
60Best
40
Defense vs cavalry
40Best
40Best
30
Speed (tiles/h)
5Best
5Best
5Best
Carry
0Best
0Best
0Best
Total resource cost
125,100
114,300Best
140,450
Upkeep (crop/h)
4Best
4Best
5
Base training (seconds)
90,700
70,500Best
90,700
Settler
VikingsViking Settler
TeutonsSettler
RomansSettler
SettlerVikingsTeutonsRomans
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
22,600Best
25,000
23,800
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
31,000
26,900Best

Economy & special mechanics

Economy & special mechanicsVikingsTeutonsRomans
Merchant capacity (resources)
750
1,000Best
500
Merchant speed (tiles/h)
18Best
12
16
Merchant throughput (capacity × speed)
13,500Best
12,000
8,000
Base simultaneous construction jobs
1
1
2Best
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
20–25
20–25
20–30Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Earth Wall
  • Brewery
  • City Wall
  • Horse Drinking Trough

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.

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.

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