@...well, everybody that has replied.
I got Brits and tried rushing him, he was expecting me to, so dat didn't work out too well. Then I got some meso civ, tried going champs and dat didn't work out either - same lvl players=same eco= couldn't beat his rate of production..gg.
I also remember getting Huns in the past, and raidin' an' stuff only managed to slow 'im down, till he got a castle up. Then it was a downhill ride. All eco spent on cavarchers went to waste once he sent over/pumpin' huskies.
Koreans imho, do not survive long enough to pump hc's, and even if they do pump 'em they won't produce enough b4 the goth flood starts demolishing.
(Koreans don't survive long enough to reach imp in general, but that's another story :lol: ).
Rax don't have to be in key locations, conscription is somethin' every1 gets anyway, the upgrades aren't too expensive and u only gotta focus on infantry.
Not having stone walls is a blessing in disguise! It forces you to play aggresively, you save stone to put up your castle(which you only need bloody 1! btw), u focus on all other resources (mainly w/f which are also key to faster ups), and Goth inf is as cheap as it gets, so all that sums up to .... gg.
The knight/xbows/monk combo is very gold heavy and vs a mix of huskies/pikes (I'd throw in a mangonel or 2, 4the monks), which eco-wise will easily outnumber 'em... I dunno if that'd be a good idea.
I will not even comment on the 2dmg from plumms, not even do the math for how many hits it takes to take one huskie down. It doesn't even matter, Goth will ignore all your plummies and march(stroll) onto your eco.
It isn't reasonable that you get 30 units which cost nothin' into an enemy town and have archers-TCs-Castles-towers-the works raining down a shower of arrows on them, and they don't even notice.
Vs Goths it's not just a matter of eco balances and cost wise decisions, 'cause even if you know what to produce, have built enough military buildings to produce 'em and have even clicked the HKs, it's still not fast enough to counter what Goths pop up in virtually thought-secs.
It also doesn't make sense that the best units to counter Goths come from the raxs, meaning you have to face Goth with infantry that costs more, isn't produced hardly as fast, and may not even be FU.
It's like dropping your M16 vs a shaolin monk, and tellin' him that you prefer hand combat. :lol:
My conclusion is this:
4 BALANCE reasons, if a unit is SUPER-strong vs stg(Huskies vs arrows in our case), it has got to be SUPER-weak vs some other.
Huskies aren't super-weak to none.
My suggestions are these:
1-Nerf their anti-archer armour ( make the dmg taken at least 4, instead of just 1! )
2-If you just have to keep 'em the way they are, then deny them the halberdier upgrade and give 'em the last cav armour. Even with pikes(non FU, granted), they are still produced like absolute crazy and cost freakin' nothing!, so that shouldn't hurt them that much. And they now got FU cavaliers to counter civs going full cav against 'em. And makes the civ more versatile as well.
3-Make huskies expensive. And I don't mean raisin' the gold cost from 26 to 30
Goths are fine. If huskies receive 4 damage they are just useless. Do you want teutonic knights 2 meele armor? They would be useless, too. Huskies loose vs. everything except archers. They have no meele armor and lack plate mail! And they are much more expensive than champions (which loose vs. nearly every other champion because they lack plate mail).
Moreover, without walls a Goth player can't defend his eco very well. This is just a massive disadvantage