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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.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

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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.
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.

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).

MilitaryVikingsTeutonsSpartans
Highest attack per combat unitHuscarl
165
Teutonic Knight
150
Hippeis
195Best
Highest average defense per combat unitHuscarl
97.5
Paladin
70
Spartan Rider
105Best
Fastest combat unitViking Rider
12
Paladin
10
Spartan Rider
16Best
Largest combat-unit carryViking Rider
90
Paladin
110Best
Spartan Rider
110Best
Lowest resource cost per attack pointViking Raider
6.44
Clubswinger
6.25Best
Homoioi
8.37
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*
VikingsTeutonsSpartans

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.

AxisVikingsTeutonsSpartans
Attack
71.7
65.2
84.8Best
Defense
72.2
51.9
77.8Best
Speed
63.2
52.6
84.2Best
Logistics
75Best
66.7
38.9
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
SpartansSpartan Hoplite
Starting infantryVikingsTeutonsSpartans
Attack
45
40
50Best
Defense vs infantry
30
20
35Best
Defense vs cavalry
15
5
30Best
Speed (tiles/h)
7Best
7Best
6
Carry
70Best
60
60
Total resource cost
290
250Best
440
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
960
720Best
1,700
Best anti-cavalry infantry available
VikingsBerserker
TeutonsSpearman
SpartansHomoioi
Best anti-cavalry infantry availableVikingsTeutonsSpartans
Attack
105Best
10
95
Defense vs infantry
45
35
80Best
Defense vs cavalry
30
60
75Best
Speed (tiles/h)
6
7Best
5
Carry
60Best
40
50
Total resource cost
840
340Best
795
Upkeep (crop/h)
2
1Best
1Best
Base training (seconds)
1,960
1,120Best
2,200
Espionage
VikingsViking Scout
TeutonsScout
SpartansPerioikoi Scout
EspionageVikingsTeutonsSpartans
Attack
0Best
0Best
0Best
Defense vs infantry
15
10
25Best
Defense vs cavalry
8
5
12Best
Speed (tiles/h)
10
9
16Best
Carry
0Best
0Best
0Best
Total resource cost
355Best
360
445
Upkeep (crop/h)
1Best
1Best
2
Base training (seconds)
1,120Best
1,120Best
1,360
Offensive cavalry
VikingsHuscarl
TeutonsTeutonic Knight
SpartansHippeis
Offensive cavalryVikingsTeutonsSpartans
Attack
165
150
195Best
Defense vs infantry
95Best
50
55
Defense vs cavalry
100Best
75
80
Speed (tiles/h)
10Best
9
9
Carry
75
80Best
80Best
Total resource cost
2,105
1,525Best
2,315
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
3,300
2,960Best
3,450
Defensive cavalry
VikingsHuscarl
TeutonsPaladin
SpartansSpartan Rider
Defensive cavalryVikingsTeutonsSpartans
Attack
165Best
55
55
Defense vs infantry
95
100
120Best
Defense vs cavalry
100Best
40
90
Speed (tiles/h)
10
10
16Best
Carry
75
110Best
110Best
Total resource cost
2,105
1,005Best
1,440
Upkeep (crop/h)
3
2Best
2Best
Base training (seconds)
3,300
2,400Best
2,600
Ram
VikingsRam
TeutonsRam
SpartansRam
RamVikingsTeutonsSpartans
Attack
65Best
65Best
65Best
Defense vs infantry
35Best
30
30
Defense vs cavalry
80
80
85Best
Speed (tiles/h)
4Best
4Best
4Best
Carry
0Best
0Best
0Best
Total resource cost
1,940
1,720Best
1,995
Upkeep (crop/h)
3Best
3Best
3Best
Base training (seconds)
4,700
4,200Best
4,600
Catapult
VikingsCatapult
TeutonsCatapult
SpartansCatapult
CatapultVikingsTeutonsSpartans
Attack
55
50
60Best
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
3,130
Upkeep (crop/h)
6Best
6Best
6Best
Base training (seconds)
9,000Best
9,000Best
9,000Best
Chief
VikingsJarl
TeutonsChief
SpartansEphor
ChiefVikingsTeutonsSpartans
Attack
50Best
40
45
Defense vs infantry
45
60Best
50
Defense vs cavalry
40
40
45Best
Speed (tiles/h)
5Best
5Best
4
Carry
0Best
0Best
0Best
Total resource cost
125,100
114,300Best
127,730
Upkeep (crop/h)
4Best
4Best
4Best
Base training (seconds)
90,700
70,500Best
90,700
Settler
VikingsViking Settler
TeutonsSettler
SpartansSpartan Settler
SettlerVikingsTeutonsSpartans
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
25,000
21,540Best
Upkeep (crop/h)
1Best
1Best
1Best
Base training (seconds)
27,500
31,000
26,900Best

Economy & special mechanics

Economy & special mechanicsVikingsTeutonsSpartans
Merchant capacity (resources)
750
1,000Best
500
Merchant speed (tiles/h)
18Best
12
14
Merchant throughput (capacity × speed)
13,500Best
12,000
7,000
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
73.7Best
Hospital recovery share (%)
50Best
40
50Best
Wounded storage per hospital level
60Best
30
60Best
Base chief loyalty reduction
20–25Best
20–25Best
20–25Best
Tribe-specific buildings
  • Big Hospital
  • Barricade
  • Earth Wall
  • Brewery
  • Defensive Wall
  • Big Hospital

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.

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.

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