Goths

An infantry civilization that excels at overwhelming opponents with masses of cheap infantry. Masters of the late-game spam.

Difficulty: Easy Infantry Spam

Civilization Bonuses

Infantry Cost

Infantry cost -20% in Feudal, -25% in Castle, -30% in Imperial Age

Infantry Attack vs Buildings

Infantry have +1 attack vs buildings per age (Dark +1, Feudal +2, etc.)

Villager Bonus

Villagers have +5 attack vs wild boar, carry +15 meat from hunting

Population

+10 population cap in Imperial Age

Unique Unit

Unit Age Cost HP Range Attack
Huskarl Castle Age 52 Food, 26 Gold 60 Melee 12

Huskarls have extremely high pierce armor, making them nearly immune to archer fire.

Unique Technologies

Anarchy

Castle Age

Huskarls can be trained at Barracks

Perfusion

Imperial Age

Barracks work 100% faster

Build Orders

Men-at-Arms Rush

  1. 6 Villagers → Sheep
  2. 4 Villagers → Wood
  3. 1 Villager → Lure Boar
  4. 1 Villager → Build Barracks, then berries
  5. 3 Villagers → Berries
  6. Make 3 Militia while advancing
  7. Upgrade to Men-at-Arms upon reaching Feudal
  8. Attack immediately

Huskarl Flood

  1. Fast Castle with minimal military
  2. Research Anarchy immediately
  3. Build 4-5 Barracks
  4. Spam Huskarls continuously
  5. Research Perfusion in Imperial
  6. Overwhelm with sheer numbers

Strategy Tips

Strengths

  • Cheapest infantry in the game
  • Huskarls counter archers completely
  • Perfusion allows insane production speed
  • Great at raiding with fast infantry production

Weaknesses

  • No Stone Walls or Gates
  • Weak cavalry and archers
  • Vulnerable to Hand Cannoneers and Scorpions
  • Struggles against cavalry civilizations in open maps

Counter Matchups

vs Britons Huskarls destroy Longbowmen, easy matchup
vs Franks Difficult - use Halberdiers + Huskarls
vs Aztecs Huskarls counter Eagle Warriors

In-Depth Goths Analysis

The Goths are one of the most unique civilizations in Age of Empires II because their strength is almost entirely contingent on volume. They lack many powerful upgrades and civilizationally distinct units until the Huskarl arrives in Castle Age, but their Huskarl and infantry spam combination in Imperial Age is one of the most difficult army compositions to stop in the game when executed correctly.

Why Infantry Cost Reduction Changes Everything

Infantry cost reduction scaling through the ages — 20% in Feudal, 25% in Castle, 30% in Imperial — means that by the time a Gothic player reaches Imperial Age, their Champions and Huskarls cost 21 food and 7 gold less per unit respectively. When you are producing 50 Champions from 5 Barracks, this adds up to over 1000 food saved in a single production cycle. With Perfusion researched (Barracks work 100% faster) and the Gothic population cap of 210, a Goth player can maintain continuous Huskarl and Champion production at a pace that few civilizations can match in raw output.

The Huskarl is the cornerstone of late Gothic play. With 12 attack, 4 melee armor, and a staggering 10 pierce armor, Huskarls are nearly immune to arrow fire. They hard-counter Arbalester masses — the most common defensive composition against Gothic rushes — because 6 arrows hitting a Huskarl deal only 0 pierce damage each. This forces opponents to abandon archer strategies entirely and transition to infantry-countering units like Scorpions, Hand Cannoneers, or cavalry. With Anarchy allowing Huskarls from Barracks (not just Castles), Goths can produce them in massive quantities simultaneously.

The Goth Rush — When to Execute

The "Goth flood" is most effective in Imperial Age rather than as an early rush, despite the name. The ideal execution: Fast Castle with minimal military spending, transition into Imperial Age with a strong economy, research Anarchy immediately, build 5–6 Barracks, and begin producing Huskarls while simultaneously researching Perfusion. When fully online, a Goth player can produce a new Huskarl from every Barracks every 10 seconds — and with 6 Barracks and Perfusion, that is 36 new Huskarls per minute. No defensive line of towers and Arbalests can stop that volume coming all at once.

Weaknesses and Hard Counters

Despite their Imperial Age power, Goths have significant weaknesses that skilled opponents exploit. Goths have no Heavy Cavalry Archer, no Bracer, and limited offensive capability until late in the game — a Goth player who falls behind economically or gets pressured before Anarchy is researched has very little defensive recourse. Scorpions deal massive damage to clustered infantry and ignore pierce armor, making them the most feared counter to Gothic armies. Hand Cannoneers with their high attack can also shred even Huskarls given enough of them. The Goth player's counter is to spread Huskarls across a wide front rather than clumping, making area-of-effect siege less effective.