Spartans: the complete tribe guide

Quality at a price - the hero's equipment scaling, the Asclepeion, every Spartan troop against its opposite numbers, and the hammer that beats every other tribe per crop.

Updated 21 September 2026

Spartans arrived after Egyptians and Huns. They are a high-quality, high-investment tribe whose units often look exceptional per troop but are held back by slow production and weak early farming. The opening rewards discipline rather than aggression.

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 Spartans page.

The hero

The Spartan hero has an equipment interaction worth understanding properly. The 50% fighting-power increase applies not only to weapon fighting power but also to qualifying fighting-power contributions from items such as shields and armour. It is easy to overlook, and easy for a calculator to get wrong - ours handles it in the hero database and in the Army calculator.

For troop weapons, though, the bonus often acts as an equaliser rather than a free advantage. Spartan production is slower, so another tribe may apply a smaller per-unit weapon bonus to a larger number of troops and end up ahead. On crafted-item special servers the personal fighting-power scaling becomes much more dramatic, and deserves to be treated as a separate case.

The Asclepeion

The Asclepeion sounds more powerful on paper than it usually feels. It recovers a larger share of the wounded and has useful culture-point characteristics, but an active player's healing queue is often full for much of the mid and late game. Once throughput is saturated, extra wounded capacity becomes backlog rather than usable army.

Treat it as supporting efficiency, not as the single reason to choose the tribe. The Hospital and wounded troops explains what "wounded" means and how recovery is actually calculated.

Troops, and what they are up against

Hoplite

A flexible stepping stone rather than the final core unit - decent attack, usable defence, cheap enough to mass while the account is still small.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
HopliteSpartans35307.414406this troop
LegionnaireRomans355010.614006Compare
MercenaryHuns403012.112906Compare
PhalanxGauls405014.313157Compare
Ash WardenEgyptians554011.314206Compare
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.

Shieldsman

The highest infantry defence per crop in the game. This is the correction to the usual Roman claim: the Shieldsman beats the Praetorian outright on the figure the Praetorian is famous for. The two side by side.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
ShieldsmanSpartans854512.315308this troop
PraetorianRomans653510.914605Compare
Ash WardenEgyptians554011.314206Compare
PhalanxGauls405014.313157Compare
SpearmanTeutons356014.013407Compare
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.

Twinsteel Therion

90 attack for one crop - higher attack per crop than the Imperian, and past the single-unit breakpoint that makes precision farming with one troop worthwhile. Hammer infantry and a farming tool at once.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
Twinsteel TherionSpartans55406.017956this troop
ImperianRomans40255.416007Compare
AxemanTeutons30306.114906Compare
SwordsmanGauls35205.115356Compare
Khopesh WarriorEgyptians50205.416507Compare
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.

Sentinel

A one-crop infantry scout with real defensive stats, which makes it a strong candidate for dedicated anti-scout production and Wonder support - Scouting explains why that matters.

UnitDef infDef cavSpeedCropCostSide by side
SentinelSpartans402291445this troop
ScoutTeutons10591360Compare
Heimdalls EyeVikings10591350Compare
PathfinderGauls2010172380Compare
Equites LegatiRomans2010162360Compare
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.

Elpida Rider

Premium balanced mobile defence: the best of the two-crop defensive cavalry on infantry defence.

UnitDef infDef cavDef / 100 resCropCostSpeedSide by side
Elpida RiderSpartans120907.321,44016this troop
DruidriderGauls115557.821,09016Compare
Anhur GuardEgyptians110507.321,09015Compare
Huskarl RiderVikings951009.221,05512Compare
PaladinTeutons100407.021,00510Compare
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.

Corinthian Crusher

The highest single attack value in the game at 195. Extremely concentrated offensive cavalry - judge it on attack per day as well as per crop, because the Stable hours are what a Spartan account runs out of.

UnitAttackAttack / cropAttack / 100 resCropCostSpeedCarrySide by side
Corinthian CrusherSpartans19565.08.432,315980this troop
Equites CaesarisRomans18045.08.342,1701070Compare
MarauderHuns18060.010.231,7601480Compare
Teutonic KnightTeutons15050.09.831,525980Compare
Valkyrie’s BlessingVikings16080.09.821,625980Compare
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 Ballista

The Spartan ram is solid; the Ballista should be judged on cost and Workshop throughput rather than raw attack. Rams and walls and Catapults: targets, durability and how many to send compare every tribe's siege.

UnitAttackAttack / 100 resDef cavCostCropSide by side
RamSpartans653.8801,7053this troop
RamTeutons653.8801,7203Compare
Battering ramRomans603.3751,8303Compare
RamVikings653.8801,7203Compare
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
BallistaSpartans501.8102,7506this 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.

Ephor

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

UnitLoyalty per hitCostCropSpeedSide by side
EphorSpartans20-25%114,29044this 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

Conventional expansion. The Spartan weakness is not the settler price but the lack of an early farming engine to pay for it. Settlers and founding villages covers the rest.

UnitCostCarryCropSpeedSide by side
SettlerSpartans19,9953,00015this troop
SettlerGauls18,1003,00015Compare
SettlerRomans19,0003,00015Compare
SettlerTeutons20,0003,00015Compare
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.

The early game

Spartans generally have a weaker race to the second village, because they lack Teuton and Hun farming economics and the Egyptian hero's resource engine. The best approach is disciplined development: avoid overinvesting in troops and settle cleanly. A Spartan who tries to farm like a Teuton in week one arrives at week three with neither an economy nor an army.

Defensive strategy

Shieldsman + Elpida Rider is the natural structure. Shieldsmen provide the best one-crop infantry defence in the game; Elpidas add mobile, well-rounded cavalry defence. Sentinel villages can add high-quality anti-scout support - cheap, and almost nobody builds it.

Offensive strategy

Therion + Corinthian Crusher is the natural mature hammer. Therions provide excellent one-crop attack concentration and micro-farming utility; Crushers add the heaviest cavalry in the game. The Spartan hero should normally stay with the main force, because his equipment scaling helps offset the tribe's slower production.

The numbers: the strongest hammer per crop

The Spartan hammer against three other tribes' best, all on 100,000 crop:

ArmyTroopsAttackResourcesDays to train
Twinsteel Therion + Corinthian Crusher50,000 + 16,6667,749,87078,331,790165.1
Imperian + Equites Caesaris50,000 + 12,5005,750,000-26%57,125,000-27%150.1-9.1%
Axeman + Teutonic Knight50,000 + 16,6665,499,900-29%49,915,650-36%93.8-43%
Thrall + Valkyrie’s Blessing50,000 + 25,0006,250,000-19%53,875,000-31%119.6-28%
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.

No other tribe comes within 19% of it on the same crop. The Roman hammer is 26% weaker, the Teuton one 29% weaker, the Viking one 19% weaker.

And then the rest of the table explains why Spartans are not simply the best tribe. The Roman army is 27% cheaper and the Teuton one 36% cheaper, and the Spartan hammer takes longer to train than any of the three. Sparta wins the comparison a crop ceiling imposes and loses the one a server does: the Teuton hammer is in the field while the Spartan is still in the queue.

That is the whole tribe in two rows. If the account has a huge cropper, a long server and the resources to fill it, nothing beats a Spartan hammer. If it has a deadline, something else should be building it.

The numbers: which Spartan defence

ArmyTroopsDef infDef cavResourcesDays to train
Shieldsman100,0008,500,0004,500,00053,000,000302.7
Elpida Rider50,0006,000,000-29%4,500,00072,000,000+36%220.1-27%
Shieldsman + Elpida Rider50,000 + 25,0007,250,000-15%4,500,00062,500,000+18%151.3-50%
Praetorian100,0006,500,000-24%3,500,000-22%46,000,000-13%275.2-9.1%
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 Praetorian wall that usually gets called the best in the game gives up 24% of the infantry defence and 22% of the cavalry defence to the same crop of Shieldsmen. It is 13% cheaper, which is the whole of its case.

Elpida Riders give up 29% of the infantry defence and match the cavalry defence exactly, for 36% more resources, buying mobility with the difference. The mix trains in half the time of either alone, which for a defensive account under pressure is often the figure that decides it.

Strengths, weaknesses and common mistakes

  • Strength. The strongest hammer per crop in the game, and the best one-crop infantry defender.
  • Strength. The hero's equipment scaling, which most calculators model badly.
  • Weakness. Slow production and a weak early economy - both ends of the same problem.
  • Weakness. Expensive. Every advantage above is bought.
  • Mistake. Choosing Spartans for the unit stats without checking whether the account can pay for them.
  • Mistake. Building the Asclepeion expecting a free army. It helps when the healing queue has room, and not otherwise.

Where to go next