Greetings everyone. My apologies for the unannouced lack of a post lack week and for being a day late this week. I hope to be back on track going forward.
Regardless, welcome to week 10 of the Civ Strategies discussion. This week we'll be discussing the good ole infantry horde: the Goths!
- What are the Goths' best early, mid, and late game strategies?
- What strength do you really try to take advantage of when playing this civ?
- What are some of the Goths' ideal army compositions?
- What do you think are some of the Goths' biggest weaknesses?
- What do you try to exploit when fighting against this civ?
- Given that the huskarl and infantry are pretty obvious choices for the Goths, what are some good, and creative yet effective, alternative strategy options for this civ?
Some handy civ info:
- Civ Bonuses:
• Infantry cost 35% less starting in the Feudal Age.
• Infantry gain +1 Attack vs buildings.
• Villagers have an extra +5 attack vs Wild Boar and their equivalent.
• Hunters carry +15 more food.
• +10 more on the population cap.
• Team Bonus: Barracks work 20% faster.
- Unique Techs
• Anarchy (Castle UT: Create Huskarls at the Barracks)
• Perfusion (Imperial UT: Barracks work twice as fast)
- Unique Unit: Huskarl (fast anti archer inf with high pierce armor)
Feel free to throw out anything else you feel may be relevant strategical info regarding the Goths.
(Also, any feedback on improving the format of these discussions is very welcome)
Previous Civ Strategies:
Aztecs
Berbers
Britons
Burmese
Byzantines
Celts
Chinese
Ethiopians
Franks
Regardless, welcome to week 10 of the Civ Strategies discussion. This week we'll be discussing the good ole infantry horde: the Goths!
- What are the Goths' best early, mid, and late game strategies?
- What strength do you really try to take advantage of when playing this civ?
- What are some of the Goths' ideal army compositions?
- What do you think are some of the Goths' biggest weaknesses?
- What do you try to exploit when fighting against this civ?
- Given that the huskarl and infantry are pretty obvious choices for the Goths, what are some good, and creative yet effective, alternative strategy options for this civ?
Some handy civ info:
- Civ Bonuses:
• Infantry cost 35% less starting in the Feudal Age.
• Infantry gain +1 Attack vs buildings.
• Villagers have an extra +5 attack vs Wild Boar and their equivalent.
• Hunters carry +15 more food.
• +10 more on the population cap.
• Team Bonus: Barracks work 20% faster.
- Unique Techs
• Anarchy (Castle UT: Create Huskarls at the Barracks)
• Perfusion (Imperial UT: Barracks work twice as fast)
- Unique Unit: Huskarl (fast anti archer inf with high pierce armor)
Feel free to throw out anything else you feel may be relevant strategical info regarding the Goths.
(Also, any feedback on improving the format of these discussions is very welcome)
Previous Civ Strategies:
Aztecs
Berbers
Britons
Burmese
Byzantines
Celts
Chinese
Ethiopians
Franks