AOE2 Guide
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goths

Goths

Goths — an Infantry civilization from Northern Europe.

Infantry · Northern European

Ranked Stats

1v1 RM · Update 162286
Tier
B
Win rate
50.38%
±0.1
Play rate
2.45%
Team
50.48%
B

Win 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%
  • Hideout53.94%

Win rate by patch

Source: aoestats.io ranked ladder archive (all-time) · 50% = average

Matchups

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

HP
60
Attack
10
Armor
0/6
75f 35g

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