Egyptians: the complete tribe guide

The economy tribe - Waterworks, the hero's production bonus, every Egyptian troop against its opposite numbers, and exactly what a Khopesh hammer gives up.

Updated 21 September 2026

Egyptians arrived alongside Huns. Their defining advantage is not aggressive farming but an economy capable of becoming enormous while supporting sustained defence - a tribe for a player who would rather build the best capital on the server than the biggest farm list.

Every unit below links to its page in the unit database, and every comparison opens in the Unit comparison with both sides already chosen. The whole roster is on the Egyptians page.

The hero

The Egyptian hero's resource-production bonus is one of the best early economic advantages in the game. It accelerates the starting village and can later be moved to a newly settled village to speed its development.

Its relative value falls later, once Waterworks-enhanced oasis production is much larger than anything the hero adds. That is worth planning for: the hero is an opening investment that quietly stops being the main engine. What his attributes and equipment are worth is in the hero database.

Waterworks

The Waterworks is the centrepiece of Egyptian economic planning. It increases the bonus from captured oases and can turn a strong cropper into an exceptional capital.

It is not a building to max everywhere. The right level depends on the oasis percentages actually attached to the village, the field production, the upgrade cost, how much of the server is left and whether the village is strategically important at all. A level that pays for itself in nine days in the capital may never pay for itself in a support village. Oases: bonuses, animals and annexing has the production figures the calculation starts from.

Troops, and what they are up against

Slave Militia

The cheapest troop in the game, and an early-defence answer precisely because resources are scarcer than crop in week one. Its weakness is the reverse: once armies are enormous, defence per crop is what matters and the Slave Militia is poor at it.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
Slave MilitiaEgyptians302016.711507this troop
Ash WardenEgyptians554011.314206Compare
PhalanxGauls405014.313157Compare
SpearmanTeutons356014.013407Compare
Shield MaidenVikings503012.513207Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Ash Warden

The sustainable infantry defender, and what a developed Egyptian account actually produces.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
Ash WardenEgyptians554011.314206this troop
PhalanxGauls405014.313157Compare
SpearmanTeutons356014.013407Compare
PraetorianRomans653510.914605Compare
ShieldsmanSpartans854512.315308Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Khopesh Warrior

Useful offence, but not enough to make Egypt a premier hammer tribe - compare it with the Imperian and the gap is the point.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
Khopesh WarriorEgyptians50205.416507this troop
ImperianRomans40255.416007Compare
AxemanTeutons30306.114906Compare
SwordsmanGauls35205.115356Compare
Twinsteel TherionSpartans55406.017956Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Sopdu Explorer

A cavalry scout: fast, and two crop rather than one. Scouting explains what a scouting battle actually resolves.

UnitDef infDef cavSpeedCropCostSide by side
Sopdu ExplorerEgyptians2010162380this troop
PathfinderGauls2010172380Compare
SpotterHuns2010192380Compare
Equites LegatiRomans2010162360Compare
SentinelSpartans402291445Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Anhur Guard

Mobile infantry defence, and the direct rival of the Gaul Druidrider and the Spartan Elpida Rider.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
Anhur GuardEgyptians110507.321,09015this troop
DruidriderGauls115557.821,09016Compare
Elpida RiderSpartans120907.321,44016Compare
PaladinTeutons100407.021,00510Compare
Huskarl RiderVikings951009.221,05512Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Resheph Chariot

A strong all-round mobile defender rather than simply the best cavalry defender in the game - the Haeduan holds more cavalry defence per crop, and the Resheph earns its place by being good at both halves at once.

UnitDef infDef cavDef inf / cropDef cav / cropDef / 100 resCropCostSpeedSide by side
Resheph ChariotEgyptians12015040.050.07.531,80010this troop
HaeduanGauls6016520.055.05.731,96513Compare
Elpida RiderSpartans1209060.045.07.321,44016Compare
Huskarl RiderVikings9510047.550.09.221,05512Compare
MarksmanHuns807040.035.07.121,05015Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Ram and Stone Catapult

Functional but expensive. Compare cost and Workshop throughput rather than raw attack: Rams and walls and Catapults: targets, durability and how many to send.

UnitAttackAttack / 100 resDef cavCostCropSide by side
RamEgyptians552.8951,9903this troop
RamTeutons653.8801,7203Compare
Battering ramRomans603.3751,8303Compare
RamGauls502.61051,9103Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.
UnitAttackAttack / 100 resDef cavCostCropSide by side
Stone CatapultEgyptians652.0103,2506this troop
Fire CatapultRomans752.5102,9906Compare
TrebuchetGauls702.2103,1306Compare
CatapultTeutons501.8102,7606Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Nomarch

20-25% loyalty per hit, the standard reliable range. Administrators: loyalty and conquering villages has the wave arithmetic.

UnitLoyalty per hitCostCropSpeedSide by side
NomarchEgyptians20-25%160,00044this troop
ChiefTeutons20-25%114,30044Compare
SenatorRomans20-30%140,45054Compare
LogadesHuns15-30%117,60045Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Settler

The most expensive settler in the game. Egypt's expansion advantage comes from economy rather than from cheap settlers - the resources arrive sooner, not for less. Settlers and founding villages covers the rest.

UnitCostCarryCropSpeedSide by side
SettlerEgyptians21,0003,00015this troop
SettlerGauls18,1003,00015Compare
SettlerRomans19,0003,00015Compare
SettlerHuns20,9003,00015Compare
Base values, no Smithy upgrades. Crop per hour, speed in fields per hour. The best figure in each column is bold; “Compare” opens the two in the comparison tool, where the Smithy, buildings and bonuses can be set.

Economy and farming

Egypt can compete economically without constant oasis or player raiding, which makes the tribe attractive to players who want a powerful capital and a defensive network rather than a farm-list race. A strong raider will still outproduce a passive Egyptian early; what Egypt has is a much higher non-raiding ceiling than anyone else.

Defensive strategy

Early defence can lean on Slave Militia, because resources are the constraint and crop is not. As the server develops, move to Ash Wardens and then to cavalry defenders. The late-game strength is sustainable defence supported by a Waterworks-powered economy: Egypt can feed a defensive stack that other tribes would starve.

Offensive strategy

Egypt can build a hammer, and it is usually a strategic surprise rather than the most efficient use of the tribe. Khopesh + Resheph is the natural conventional route. The surprise may work once; the production economics underneath it do not change.

The numbers: what an Egyptian hammer gives up

The Egyptian hammer against two tribes built for the job, all on 100,000 crop:

ArmyTroopsAttackResourcesDays to train
Khopesh Warrior + Resheph Chariot50,000 + 16,6665,083,26062,498,800112.6
Imperian + Equites Caesaris50,000 + 12,5005,750,000+13%57,125,000-8.6%150.1+33%
Axeman + Teutonic Knight50,000 + 16,6665,499,900+8.2%49,915,650-20%93.8-17%
Every army built to the same 100,000 crop, split evenly between the units named, at base stats with no Smithy upgrades. Days are one village training at a level 20 Barracks, Stable and Workshop on a 1x world, the branches running in parallel. Percentages are against the first row.

The Roman hammer is about 13% stronger for about 8% fewer resources, and the Teuton one about 8% stronger for 20% fewer. That is the price of the Egyptian toolkit, and it is smaller than the tribe's reputation suggests.

What the attack column cannot show is why the Egyptian army is not simply worse: the same crop of it carries between a quarter and nearly twice as much defence as either of those hammers, depending on the column - the troop tables above have the figures. An Egyptian hammer caught standing still is an army; a Teuton one is a casualty list. If the plan is one enormous attack on a Wonder, build Roman or Teuton. If the plan is an army that has to survive being attacked between operations, the Egyptian numbers are not the sacrifice they look like.

The numbers: which Egyptian defence

ArmyTroopsDef infDef cavResourcesDays to train
Ash Warden100,0005,500,0004,000,00042,000,000215.8
Slave Militia100,0003,000,000-45%2,000,000-50%15,000,000-64%82.9-62%
Anhur Guard50,0005,500,0002,500,000-37%54,500,000+30%200.1-7.2%
Resheph Chariot33,3333,999,960-27%4,999,950+25%59,999,400+43%168.9-22%
Ash Warden + Anhur Guard50,000 + 25,0005,500,0003,250,000-19%48,250,000+15%107.9-50%
Every army built to the same 100,000 crop, split evenly between the units named, at base stats with no Smithy upgrades. Days are one village training at a level 20 Barracks, Stable and Workshop on a 1x world, the branches running in parallel. Percentages are against the first row.

Slave Militia is the early answer and nothing more: 64% cheaper than the same crop of Ash Wardens, and worth roughly half the defence on both columns. In week two that trade is correct, because resources are what the account has not got. By month two it is the wrong way round.

Resheph Chariots hold the most cavalry defence of the five and cost 43% more than the Ash Warden wall. The Ash Warden and Anhur Guard mix is the practical middle: it trains in half the time of either alone, because the Barracks and the Stable work at once.

Strengths, weaknesses and common mistakes

  • Strength. The highest economic ceiling in the game without raiding.
  • Strength. Waterworks, on a capital with good oases.
  • Strength. Defence that stays sustainable when crop gets tight.
  • Weakness. Offence is competent, not exceptional.
  • Weakness. The most expensive settlers in the game.
  • Mistake. Maxing Waterworks in every village. It pays where the oases are, and nowhere else.
  • Mistake. Staying on Slave Militia after the crop ceiling, not the resource income, has become the constraint.

Where to go next