Strategy· 9 min read

Travian: Kingdoms Tribes & Units — Romans, Teutons, Gauls

Your very first decision in Travian: Kingdoms — which tribe to play — shapes everything that follows. Each of the three playable tribes has a distinct economy, a unique wall, and its own roster of ten units with different attack, defence, speed and cost. There is no single "best" tribe; there is only the one that fits how you want to play. This guide walks through all three nations and every unit they can train, so you can pick with your eyes open.

A quick note on the numbers below: attack and defence values are per unit at the base level, before smithy upgrades, hero bonuses or wall multipliers. Speed is measured in map fields per hour at world speed 1 — faster worlds scale every troop up proportionally. Use the figures to compare units against each other, not as absolute combat results.

Romans — the balanced all-rounders

Romans are the classic beginner-friendly tribe: disciplined, flexible and strong in both attack and defence. Their economy lets them build a resource field and an infrastructure building at the same time, so they grow smoothly. Their City Wall gives the highest defensive multiplier of any tribe (+3% per level), but it is also the most fragile to rams. Roman troops are expensive and slow to train, yet individually powerful — quality over quantity.

Roman infantry

  • Legionnaire — the versatile workhorse. Solid attack (40) and respectable defence against both infantry and cavalry (35/50), making it usable for almost anything early on.
  • Praetorian — the dedicated defender. Excellent infantry defence (65) and the best Roman anti-cavalry foot soldier, but weak on offence.
  • Imperian — the offensive infantry. High attack (70) at the cost of defence; the backbone of a Roman raiding or smashing army.

Roman cavalry

  • Equites Legati — the scout. Fast (16 fields/h) and cheap, with zero attack; used purely to spy on enemy villages and oases.
  • Equites Imperatoris — the mobile striker. Strong attack (120) and good all-round defence, fast enough to raid widely.
  • Equites Caesaris — the heavy hitter. The hardest-punching Roman cavalry (180 attack) with strong defence too, but expensive and slower than the Imperatoris.

Roman siege & expansion

  • Battering Ram — tears down enemy walls so your army hits the village at full force.
  • Fire Catapult — the most accurate catapult in the game, destroying specific buildings or resource fields.
  • Senator — the administrator that lowers a target village's loyalty to capture it.
  • Settler — three of them found a brand-new village; pure expansion, no combat role.

Teutons — the aggressive raiders

Teutons are the cheapest, fastest-to-train and most aggressive tribe — built for early raiding and overwhelming the map with numbers. Their units cost little, so you can flood the server with offence quickly, and their Cranny holds less for defenders but their raids steal more from everyone else. The trade-off is a weaker Earth Wall (+2% per level, though the toughest against rams) and troops that are individually less impressive than Roman or Gaul equivalents. Teutons win by volume and pressure.

Teuton infantry

  • Maceman — dirt-cheap offence. Weak individually, but so inexpensive you can train them in huge swarms for early raiding.
  • Spearman — the anti-cavalry defender. Strong cavalry defence (60) at a low price, ideal for soaking up enemy horse.
  • Axeman — the main offensive infantry. Good attack (60) and the core of a serious Teuton smashing army.

Teuton cavalry

  • Scout — the spy unit. The slowest scout of the three tribes (9 fields/h) but cheap; reveals troops and resources.
  • Paladin — the defensive horseman. Outstanding infantry defence (100), the anchor of a Teuton defensive wall.
  • Teutonic Knight — the offensive powerhouse. High attack (150) plus enough defence to survive, the signature Teuton cavalry.

Teuton siege & expansion

  • Ram — the strongest ram in the game, flattening walls before the assault lands.
  • Catapult — area destruction of buildings and fields; cheaper but less accurate than the Roman version.
  • Chief — the Teuton administrator, lowering enemy loyalty to conquer villages.
  • Settler — found new villages in threes; the engine of Teuton expansion.

Gauls — the defensive sprinters

Gauls are the defensive and most evasive tribe, and the natural pick for a first-time player who wants to survive. Their Cranny holds double, hiding far more resources from raiders, and their troops are the fastest in the game — the Theutates Thunder and Pathfinder outrun everything. The Palisade wall sits in the middle for durability (+2.5% per level). Gauls excel at defence and lightning-fast raids, making them hard to catch and harder to crack.

Gaul infantry

  • Phalanx — the cheap, flexible defender. Defends well against both infantry and cavalry (40/50), the bedrock of Gaul defence.
  • Swordsman — the offensive infantry. Solid attack (65) at a reasonable cost; the Gaul foot-soldier for smashing.

Gaul cavalry

  • Pathfinder — the fastest scout in the game (17 fields/h); reaches and spies on distant targets before anyone else.
  • Theutates Thunder — the lightning raider. Blazing speed (19 fields/h) and strong attack (90), the best pure raiding unit in Travian: Kingdoms.
  • Druidrider — the fast defender. Excellent infantry defence (115) on a quick, mobile mount that can reinforce allies in a hurry.
  • Haeduan — the elite all-rounder. High attack (140) and exceptional cavalry defence (165), but the most expensive Gaul unit.

Gaul siege & expansion

  • Ram — wears down enemy walls ahead of an attack.
  • Trebuchet — the Gaul catapult, hitting buildings and fields with good range.
  • Chieftain — the Gaul administrator; reduces a village's loyalty for conquest.
  • Settler — three found a new village, fuelling Gaul expansion.

Which tribe should you pick?

Match the tribe to your goal. If you want a forgiving, well-rounded start with strong units in every role, play Romans. If you want to raid early and often and crush the map with cheap numbers, play Teutons. If you want to defend, hide your resources and strike faster than anyone can react, play Gauls. None of them is wrong — and every server is won by playing your tribe's strengths consistently, not by switching to chase the "meta."

The unit you train most is the one you should automate around

Whatever tribe you choose, an army is only as good as the economy feeding it. TKB keeps your building queue full and your villages supplied around the clock with human-like timing, so the resources for that next wave of Imperians, Axemen or Theutates Thunders are always there when you need them — no full warehouses, no idle build slots.

Key takeaway

Romans are the balanced all-rounders, Teutons the cheap aggressive raiders, and Gauls the fast defensive survivors. Learn your tribe's ten units — their roles, speeds and costs — and build the army that plays to its strengths.

Let TKB handle the grind

TKB automates your building queue, resource supply and oasis scanning in Travian: Kingdoms — 24/7, with human-like timing. It's free to try in early test mode.

Try the Test Build →