
Goths
Goths — an Infantry civilization from Northern Europe.
Infantry · Northern European
Ranked Stats
1v1 RM · Update 162286Win rate by Elo
Win rate by map
- Greenland56.77%
- Budapest55.56%
- Amazontunnel55.36%
- Morass54.88%
- Yucatan54.79%
- Enclosed54.36%
- Wade54.34%
- Saltmarsh54.14%
- Haboob54.09%
- Hideout↗53.94%
Win rate by patch
Source: aoestats.io ranked ladder archive (all-time) · 50% = average
Matchups
Strongest against
Strongest against
Strongest against
Strongest against
Strongest against
Strongest against
Strongest against
Strongest against
Win-rate edge vs each opponent (50% = average). Team = when the opponent is on the enemy side; confounded by the 3 other civs. Source: aoestats.io ranked ladder archive (all-time)
Civ Bonuses
- Loom is researched instantly
- Hunters carry +15; hunted animals last +20% longer
- Infantry costs -15/20/25/30% in Dark/Feudal/Castle/
- Infantry +1/+2/+3 attack vs. buildings in Feudal/
- +10 population space in Imperial Age
Team Bonus: Barracks work +20% faster
Unique Units
Unique Techs
- Anarchy — Huskarls can be trained at Barracks
- Perfusion — Barracks work +100% faster
Goths are an Infantry civilization from Northern Europe.
How to Play Goths
Ideal opening (Dark → Castle): Lean on cheap infantry. Open with a two-militia drush or a Men-at-Arms push, or go Scouts backed by inexpensive Spearmen to pressure the enemy economy while you transition into the Castle Age.
Ideal late-game composition: Field Halberdiers as your trash backbone, mass Huskarls as your gold-cost striking force, and back them with Bombard Cannons or Trebuchets for siege — swap in Hand Cannoneers when the enemy leans on infantry. Goths thrive on relentless production, so spam units and raid constantly.
Deathball composition (closed maps / team games): Stack Huskarls and Halberdiers as the core melee block, add Heavy Scorpions for area damage, and bring Bombard Cannons to break fortifications.
Recommended build: 18 Pop Feudal Drush









































