The seven tribes compared by the numbers

Each tribe's best attacker and defender, and which units give the most offence per resource spent. Figures only - the strategy is yours.

Updated 13 September 2026

Tribe write-ups usually open with adjectives. This one opens with the table, because "Romans are versatile" tells you nothing you can plan around.

All figures are base values at smithy level 0, for infantry and cavalry only.

Best attacker and best defender

TribeHighest attackBest defender (inf/cav)
RomansEquites Caesaris - 180Equites Caesaris - 80/105
TeutonsTeutonic Knight - 150Paladin - 100/40
GaulsHaeduan - 140Haeduan - 60/165
EgyptiansResheph Chariot - 110Resheph Chariot - 120/150
HunsMarauder - 180Marksman - 80/70
SpartansCorinthian Crusher - 195Elpida Rider - 120/90
VikingsValkyrie’s Blessing - 160Huskarl Rider - 95/100

Two things stand out. The Spartan Corinthian Crusher holds the highest single attack outright at 195, with the Roman Equites Caesaris and the Hun Marauder tied behind it at 180. And several tribes have one unit that is both their best attacker and their best defender - the Haeduan and the Resheph Chariot both top their tribe's lists, a real flexibility advantage that a "best attacker" table alone would hide.

Offence per resource

Raw attack is the wrong measure when resources are the limit, which they almost always are. This is the most attack each tribe can buy per 100 resources:

TribeMost efficient attackerAttack per 100 resources
VikingsThrall17.0
TeutonsClubswinger16.0
HunsBowman13.5
GaulsSwordsman12.1
RomansImperian11.7
SpartansHoplite11.4
EgyptiansKhopesh Warrior10.0

The ordering nearly inverts the first table. The tribes with the strongest individual units are not the ones with the most efficient ones, which is why early raiding and late warfare reward different tribes.

It is also why the Clubswinger has the reputation it does: a mediocre unit that is extremely cheap, and at scale cheapness compounds.

What these numbers leave out

  • Training time. Attack per resource says nothing about attack per hour - see Training time and building levels.
  • Crop upkeep. Every unit eats, permanently. An army you cannot feed is not efficient.
  • Speed and carry. Raiding rewards fields per hour and carry capacity, neither of which appears above.
  • Siege, expansion and scouting. Only infantry and cavalry are compared here.

The army calculator accounts for training time and crop across two tribes at once. For a single pair of units, the unit comparison shows every stat side by side.

Tribe unit lists