
Goths
Infantry civilization
• Loom is researched instantly
• Hunters carry +15; hunted animals last +20% longer
• Infantry costs -15/20/25/30% in Dark/Feudal/Castle/
Imperial Age
• Infantry +1/+2/+3 attack vs. buildings in Feudal/
Castle/Imperial Age
• +10 population space in Imperial Age
Unique Unit:
Huskarl (Infantry)
Unique Techs:
• Anarchy (Huskarls can be trained at Barracks)
• Perfusion (Barracks work +100% faster)
Team Bonus:
Barracks work +20% faster
• Loom is researched instantly
• Hunters carry +15; hunted animals last +20% longer
• Infantry costs -15/20/25/30% in Dark/Feudal/Castle/
Imperial Age
• Infantry +1/+2/+3 attack vs. buildings in Feudal/
Castle/Imperial Age
• +10 population space in Imperial Age
Unique Unit:
Huskarl (Infantry)
Unique Techs:
• Anarchy (Huskarls can be trained at Barracks)
• Perfusion (Barracks work +100% faster)
Team Bonus:
Barracks work +20% faster
Tech-tree gaps (notable missing technologies)
- Bombard Tower
- Fortified Wall
- Heavy Plow
- Keep
- Parthian Tactics
- Plate Barding Armor
- Plate Mail Armor
Trainable units · 53
Cite
/stats/civs/gothsSource: game-file data