During Community Week gameworlds, several classic tribe units receive special balance adjustments based on community feedback. These changes apply only to Community Week worlds and can significantly affect strategy, army composition, and your early-to-mid game planning. This article summarizes the adjusted stats for Romans, Teutons, and Gauls, helping you understand how the rebalancing affects training times, costs, and unit strength.
How to Use This Information
All modified values are included clearly in the tables published for each tribe.
Adjustments influence cost-efficiency, training speed, and how units fit into offensive or defensive roles.
These changes apply only on Community Week gameworlds—not on regular servers.
Teuton Tribe — Adjusted Unit Stats
Several Teuton units receive boosted or modified attributes, improving both offensive and hybrid playstyles.
Key Notes
Some recruit times, crop consumption, or attack/defense values differ from classic servers.
Axemen and cavalry benefit noticeably from changes, making offensive Teutons stronger early.
Adjusted Units
(Values reflect the rebalanced version.)
Clubswinger – Fast to train and cheap; early-game raiding remains strong.
Spearman – Improved cost-to-defense ratio.
Axeman – Higher attack value than classic, offering better infantry assault.
Scout – Standard scout but with adjusted training parameters.
Paladin – Stronger balanced cavalry defense unit.
Teutonic Knight – Powerful offensive cavalry with adjusted resource cost.
Ram / Catapult / Chief / Settler – Standard siege and support roles with updated requirements.
These changes enhance Teuton versatility—especially in mixed troop compositions.
Gaul Tribe — Adjusted Unit Stats
Gauls also receive important adjustments to reinforce their strengths in both defense and cavalry mobility.
Key Notes
Phalanxes remain top-tier defensive units.
Theutates Thunder (TT) becomes even more efficient for raiding due to adjusted resource costs.
Druidriders and Haeduans gain increased reliability in defensive/offensive hybrid roles.
Adjusted Units
Phalanx – Strong early defense with excellent resource efficiency.
Swordsman – Upgraded to boost Gaul infantry offense.
Pathfinder – Maintains fast scout role; adjusted training speed.
Theutates Thunder – Enhanced for fast raiding with improved training values.
Druidrider / Haeduan – Adjusted for improved cavalry defense/offense balance.
Ram, Trebuchet, Chieftain, Settler – Updated siege and settling parameters.
These changes maintain Gauls as a flexible tribe with strong scouting and defensive cavalry options.
Roman Tribe — Adjusted Unit Stats
Romans were the first to receive adjustments during Community Week: Restoring Rome. These adjustments now appear in all Community Week rounds.
Key Notes
Roman infantry sees improved attack values or adjusted resource costs.
Cavalry becomes more efficient, improving mid-game offensive setups.
Siege units receive updated building requirements and costs.
Adjusted Units
Legionnaire – Balanced unit with reliable defense improvements.
Praetorian – Enhanced defensive performance remains strong vs. infantry.
Imperian – One of the strongest cheap infantry attackers after adjustments.
Equites Legati – Faster and more cost-effective scout cavalry.
Equites Imperatoris / Equites Caesaris – Adjusted for better cavalry strike forces.
Battering Ram / Fire Catapult / Senator / Settler – Updated training costs and requirements.
Romans benefit from smoother unit progression and more efficient cavalry roles.
Summary
Community Week rebalancing offers:
More diverse tribe gameplay
Faster early development options
Better offensive unit progression
More tribe-specific advantages for innovative strategies
Whether you prefer aggressive play, hybrid builds, or strong defense, these rebalanced stats make Community Week worlds dynamic and strategically rich. Use these adjustments to refine your troop choices and prepare the right hammer or defense composition for the Community Week challenge.