CIVILIZATION · NORTHERN EUROPE
Goths
Goths are part of Age of Empires II, representing Northern Europe and emphasizing infantry & raiding. Their signature roster includes the Huskarl. Infantry cost less in every Age.

Overview
Goths are part of Age of Empires II, representing Northern Europe and emphasizing infantry & raiding. Their signature roster includes the Huskarl. Infantry cost less in every Age.
Civilization identity
Goths is classified as Northern Europe and is centered on infantry & raiding. Its defining roster entry is Huskarl. This focus is a starting point for reading the technology tree, not a requirement to use only one unit line: the bonuses and matchup determine which parts of the roster are worth investing in. In team games, barracks work faster; account for this while choosing allies and deciding which role the civilization should cover.
Civilization bonuses and their value
Each bonus applies to a specific part of the economy, army, or map plan. Read the effect together with its target: a discount matters when it changes a build or upgrade timing, while a combat bonus matters only when the affected unit or structure is actually fielded.
- Infantry cost less in every Age This changes the resource investment or timing needed to field the affected option.
- Infantry gain an increasing bonus against buildings This changes access to a unit, building, or resource and can open a timing or map-control option earlier than usual.
- Hunters carry more food and hunts last longer This affects economic tempo or worker efficiency and can change how quickly the civilization reaches its next production or Age-up timing.
- Loom is researched instantly; the population cap rises in the Imperial Age Its practical value depends on whether the affected unit, resource, or building is part of the plan for this match.
Signature units and unique technologies
Huskarl: Heavily protected infantry designed to advance through archer fire These units define the civilization’s distinctive options. Its unique technologies add later-game choices; compare their effects with the cost and research timing before committing resources.
Civilization game plan
The guide below connects the civilization’s bonuses to an opening, a main army, a transition, and the principal risk to watch. Adapt the sequence after scouting rather than treating it as a fixed build order.
- Opening: Exploit inexpensive infantry to make early pressure costly for the defender.
- Core army: Mass infantry against units and buildings, adding support when the opponent’s counters appear.
- Transition: Use production scale to keep the pressure continuous and force the opponent to spend on counters.
- Watch for: Static defenses are weak; protect the economy with army positioning instead of relying on walls and towers alone.
Technology tree gaps
This civilization-specific tree marks the units, research, and upgrades that are unavailable. Check the named production building or research line before planning a transition; the gaps can rule out an otherwise familiar counter or upgrade.
- Barracks: Gambesons, Arson
- Archery Range: Arbalester, Thumb Ring, Parthian Tactics
- Stable: Paladin, Camel Rider, Battle Elephant, Steppe Lancer
- Siege Workshop: Siege Ram, Siege Onager
- Castle: Hoardings
- Dock: Cannon Galleon, Dry Dock
- Monastery: Redemption, Atonement, Heresy, Block Printing
- Defensive structures: Guard Tower, Stone Wall, Bombard Tower, Gate
- Blacksmith: Plate Barding Armor, Plate Mail Armor
- University: Fortified Wall, Bombard Tower, Siege Engineers, Guard Tower, Arrowslits, Dry Dock
- Mining Camp: Gold Shaft Mining
Team-game role
The team bonus is Barracks work faster. This can help define a complementary team role. Coordinate it with allied civilizations that can use the bonus or cover a weakness in the roster.
Strategic identity
Signature unit: Huskarl. Distinctive bonuses: Infantry gain an increasing bonus against buildings. Hunters carry more food and hunts last longer. Loom is researched instantly; the population cap rises in the Imperial Age. In team games, its team bonus is Barracks work faster. Its unique technologies are Anarchy (huskarls can be trained at Barracks); Perfusion (barracks work much faster).
Civilization bonuses
- Infantry cost less in every Age.
- Infantry gain an increasing bonus against buildings.
- Hunters carry more food and hunts last longer.
- Loom is researched instantly; the population cap rises in the Imperial Age.
Unique technologies
- Focus
- Infantry & raiding
- Signature / category
- Huskarl
- Release / context
- The Age of Kings
- Region
- Northern Europe
- Classification
- Northern European