The Goths are a straightforward civilization to play. The Gothic Monks are way below average, missing four out of ten technologies (including the very important Redemption and Block Printing technologies). Their navy is fairly useable, but Dry Dock is missing, so their ships lack speed. The Siege Workshop is lackluster without Siege Rams, Siege Onagers, or Siege Engineers. They have infamously poor defenses, lacking both Stone Walls and Guard Towers. This makes their cavalry usable in the Castle Age, and Hussars as an okay-ish option when need be. The cavalry branch is overall mediocre, featuring Bloodlines and Hussars, but lacking Plate Barding Armor and Paladins. However, they can fully upgrade their Hand Cannoneers and have solid Skirmishers. The Goths have decent archers in the early game, though the lack of Arbalester and Thumb Ring upgrades make it questionable past the Castle Age. Outside of their infantry, the Goths' have limited options. Additionally, while their infantry are a notorious deathball, civilizations with melee counters to infantry (like the Teutonic Knight and Cataphract), gunpowder, or Siege Onagers can prove to be tough opponents. The lack of Gambeseons and Plate Mail Armor means that their infantry on their own are statistically weak. The Goths have several notable weak points, some of which impact their infantry. The Gothic technology tree provides their infantry the bare minimum support in the forms of gunpowder ( Hand Cannoneers to counter stronger infantry, Bombard Cannons to counter siege), and Skirmishers (to counter archers in absence of the Huskarl). They can also research Loom instantly, which gives a margin of error in the Dark Age while hunting, while letting them have one Villager advantage when other civilizations have to research Loom. The Goths also have an effective early-game economy as their hunters have extra carry capacity, extra attack and drop off extra food. Combined with Perfusion, their late-game infantry is easily replenished while being effective. They are also boosted by Anarchy, which allows them to be created from Barracks. It is arguably the best anti-archer unit in the entire game, despite being one of the most expensive infantry units by base costs. Their unique unit, the Huskarl, is a mobile high-pierce armor anti- archer infantry unit with low base melee armor, reversing the traditional rock-papers-scissors concept which infantry has with archers and cavalry. This grants them an effective infantry rush throughout the entire span of the game. Their main advantages is a faster creation speed and massive discount, which scales through the Ages. The Goths are one of the best infantry civilizations. In-game, the Goths are an aggressive civilization with a reputation for forward Villagers and laming potential.
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