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The best civilization in Rise of Kingdoms

For a new account, China is the safest start: building speed, AP recovery and Sun Tzu. For a long-term main, pick the civilization that matches your troop type and role. You can change later for 10,000 Gems and keep your starting commander.

Last updated

Quick picks

Best to start
China
Cavalry
Germany / Arabia
Infantry
Vikings / Rome / Greece
Archers
Britain / Egypt
Change cost
10,000 Gems

Best civilization for each goal

GoalPickWhy
New account / growthChina+5% building speed and +5% AP recovery from day one, with Sun Tzu as a strong starter.
Cavalry mainGermany or ArabiaBoth give +5% cavalry attack. Germany adds training speed and +10% AP; Arabia adds +5% rally damage.
Infantry mainVikings, Rome or GreeceVikings for attack, Rome for defence and march speed, Greece for health and rally damage.
Archer mainBritain or EgyptBoth give +5% archer attack. Britain adds training speed and garrison capacity; Egypt adds rally damage.
Rally leaderArabia, Egypt or GreeceThe only civs with +5% damage by rallied armies.
Garrison / defenceBritain+20% ally garrison capacity.

The wiki is clear that no civilization is strictly better than another. The bonuses are small, so they matter most when they match the troop type you build. Your commanders matter far more (see the commander tier list).

Video: which civilization bonus is actually best

Actual Best Civilization Bonus & Special Unit [expert's did the math...] Rise of Kingdoms by Chisgule Gaming. The video loads from YouTube only when you press play.

All 15 civilizations compared

CivilizationStarting commanderSpecial unitBonuses
China
Growth
Sun TzuChu-Ko-Nu (archer)+3% troop defence, +5% AP recovery, +5% building speed
Germany
Cavalry
HermannTeutonic Knight (cavalry)+5% cavalry attack, +5% training speed, +10% AP recovery
Arabia
Cavalry / rallies
BaibarsMamluk (cavalry)+5% cavalry attack, +10% damage to barbarians, +5% rally damage
Byzantium
Cavalry
BelisariusCataphract (cavalry)+5% cavalry health, +10% stone gathering, +15% hospital capacity
Spain
Cavalry / economy
PelagiusConquistador (cavalry)+5% cavalry defence, +10% XP from barbarians, +20% resource production
Rome
Infantry
Scipio AfricanusLegionary (infantry)+5% infantry defence, +5% march speed, +10% food gathering
Greece
Infantry / rallies
PericlesArgyraspide (infantry)+5% infantry health, +5% rally damage, +10% stone gathering
Vikings
Infantry
Björn IronsideBerserker (infantry)+5% infantry attack, +3% counterattack damage, +10% troop load
France
Infantry / sustain
Joan of ArcThrowing Axeman (infantry)+3% troop health, +10% wood gathering, +20% healing speed
Japan
Infantry
Kusunoki MasashigeSamurai (infantry)+3% troop attack, +30% scout speed, +5% gathering speed
Egypt
Archer / rallies
ImhotepMaryannu (archer)+5% archer attack, +5% rally damage, +1.5% building and research speed
Britain
Archer / garrison
BoudicaLongbowman (archer)+5% archer attack, +5% training speed, +20% garrison capacity
Korea
Archer
Eulji MundeokHwarang (archer)+5% archer defence, +15% hospital capacity, +3% research speed
Ottoman
Archer
Osman IJanissary (archer)+5% archer health, +5% march speed, +5% active skill damage
Maya
Archer
Wak Chanil AjawSpear-Thrower (archer)+5% archer defence, +10% gold gathering, +3% normal attack damage

Bonuses from the Rise of Kingdoms Wiki's Civilizations page. Special units replace the normal Tier 4 unit of their type, and an elite version arrives at Tier 5.

Changing civilization later

You can switch at any time with a Civilization Change: 10,000 Gems in the Shop, or 2M individual alliance credits in the Alliance Shop. Your city's look, bonuses and special unit change, but your starting commander stays. That means you can start as China for Sun Tzu and the build speed, then switch to Germany, Arabia or another civ once you know your main troop type. This is the most common advice from experienced players.

If you switch, your troop plan matters more than the civ. See how to unlock T5 for the research path.

Common mistakes

  • Picking a civ for its special unit's looks. The bonuses are what matter.
  • Choosing a cavalry civ and then building archers. Match the civ to the troop type you'll actually build.
  • Worrying too much about the choice. A Civilization Change is always available, and your starting commander stays.

Sources

Checked 3 November 2026. Supercell, Century Games and Lilith change these games often. If something in game disagrees with this page, trust the game and let us know through the contact page.

FAQ

What is the best starting civilization in Rise of Kingdoms?

China, for most new players. +5% building speed and +5% AP recovery help from day one, and Sun Tzu is a strong starter commander.

Can you change civilization in Rise of Kingdoms?

Yes. A Civilization Change costs 10,000 Gems in the Shop or 2M individual alliance credits. You keep your original starting commander.

Which civilizations boost rallies?

Arabia, Egypt and Greece. Each gives +5% damage dealt by rallied armies, paired with cavalry, archer and infantry bonuses respectively.