Age Of Empires II

I have AoKII, but chances are you wont see me, as I usually play in the Custom Scenario Rooms (Castle Blood, its simpleness is appealing, but I admit, this scenario is almost totally luck) I do attempt to play in the RM rooms, and have a decent respect for the experts (mainly because im really bad at it). But seriously, a 150 paladin rush is impossible in RM, I have yet to see one, And im usually on the Defense most of the game it seems, so I go with halberdiers. They cost practically nothing - (food and wood are always at hand) - and 50 can take out 100 of those 150 paladins, I go with the cheap units. Not to say you can have a strong army without variety, archers, paladins, onager’s (or scorps) and , of course, those 50 halberdiers.

Now, the discussion about Cannons vrs Trebuchet's? IMO, Cannons Immediately win out, in fact, the only time I build Trebuchet's is when I haven’t studied chemistry (or, in the case of AoKII [non-expansion] I haven’t studied the bombard cannon tech) However, Trebuchets usefulness cant be doubted, In fact sometimes I choose the Japanese for this purpose only.

Weakest Civs? I would say the Goths, believe it or not, its helpful to be able to build walls:rolleyes:. And the fact you can make Huskarls(sp) out of Barracks doesn’t make up for it, by that time, your probably dead from a rush. Second, I would choose Turks, Like I said, im not good with managing economy, and not being able to build Pikemen or halberdiers is a huge problem for me.

Btw;
SunTzu- 75 Frank Paladins head the main charge and another 75 swing around to there flanks, great strategy for me.
Maybe your being prejudice in favor of the Frank Historical agenda with Knights, the only bonus Franks get (for Knights) is +(2?) Line of sight, which I never found that helpful.

My online Zone name is Zenith_Machine, But like I said, im a rook at anything but Castle Blood, or Deathmatch, So, if you wanna play a RM rook, you will find me under that name.
 
Originally posted by PCHighway
Btw;
Maybe your being prejudice in favor of the Frank Historical agenda with Knights, the only bonus Franks get (for Knights) is +(2?) Line of sight, which I never found that helpful.

You forget that the Franks get +20% hitpoints for their knights.
 
Sim_One- You forget that the Franks get +20% hitpoints for their knights.
Unfortunately I didn’t forget, I never Knew! Thats probably one of the things I admire most about Age of Kings, how it would seemingly unbalance the game, having all these different bonuses, and techs available to certain ones, and not others. I checked the tech tree In AoK, and you were of course right, but I was surprised to see that it says 'Team Bonus: Knights +2 Line Of Site' does this mean your allies receive this to?
 
Originally posted by PCHighway
Weakest Civs? I would say the Goths, believe it or not, its helpful to be able to build walls:rolleyes:. And the fact you can make Huskarls(sp) out of Barracks doesn’t make up for it, by that time, your probably dead from a rush.

The strength the Goths have is that their barracks units are cheaper than other civs, and can be built quicker. And with each age it gets even cheaper.

Walls aren't really that important for the Goths, as they are a purely offensive civilization. I never use walls anyway, even when using other civs (though I might use them as the Teutons or Byzantines).

In the Feudal Age, these small raids can become a bit more destructive as more troops enter the fold, and Men at arms can easily level buildings (even watch towers) before being driven away by the garrisoned town centre.

By the Castle Age, the Goths can be nearly unstoppable since they get the Anarchy unique tech, and huskarls. This helps to create an army less susceptible to archers out of the barracks quickly. And you only need to build one castle to make it happen (unless you're concerned about the score boost of extra castles, they are unnecessary since the Goths don't defend).

If you make the mistake of letting the Goths make it to the Imperial Age, they have the potential to be invincible, since their SECOND unique tech increases the already exceptional speed the barracks works at. The Goths can then overwhelm any enemy with superior numbers. Their cheap, quickly produced halberdiers will easily make short work of a cavalry. Their cheap, quickly produced Huskarls can absorb archer damage, and their cheap, quickly produced Champions deal the major damage, and take out the buildings of the town they have invaded. Add three or four trebuchets, and they will ruthlessly destroy any enemy.

If you see the Goths building a few barracks outside your town, you'd better try and take them out QUICKLY before they can be completed, because if they are completed, the end is at hand.

I'd say that the Goths are far from being the weakest civ in the game. But then again, its only a matter of opinion and personal play styles anyway. I personally find the Byzantines to be weak for my style of play, since I just can't wall up and stay on the defensive.
 
I think everyone has a different civ as the weakest. I don't like the Goths either, but that's because they don't fit in my style of playing. You have to know how to use them, and then you can't say there's one weaker than the other.
 
LordAzreal-
The strength the Goths have is that their barracks units are cheaper than other civs, and can be built quicker. And with each age it gets even cheaper.
Well, I will use the civilization you claimed to be the weakest, because it is one I Champion. The Byzantine Spearmen Line cost a quarter less, as do Skirmishers and Camels, creating a well balanced range unit, cavalry unit, and anti-cavalry unit. So while they cant immediately rush there opponents, they have at least two of these units in play, at Feudal age.
LordAzreal-
Walls aren't really that important for the Goths, as they are a purely offensive civilization. I never use walls anyway, even when using other civs (though I might use them as the Teutons or Byzantines).
As you mentioned, the Byzantines have a bonus for walls, so by the time they are in Imperial, their walls are twice as strong as the norm would be, in order for most other civs to get this kind of defense, they would need a line of two walls. A strategy I like to use is just a network of walls. build a wall here, build one around this hill, put a castle on the hill . . while it costs alot of stone, in the end its worth the trouble, as civs will have to attack the wall to get through, making it an effective warning system. In imperial, the civ would most likley launch a trebuchet at the gate\sections of wall, but by then you will be on your way. So, carelessly throwing out walls will prohibit expansionist building (the enemy must assail you), and provide a defense, in which your troops can react. Or, if your men are of in a battle, with another enemy. Walls provide a fairly good means of holding your enemy off until you have a army to counter him.
LordAzreal-
In the Feudal Age, these small raids can become a bit more destructive as more troops enter the fold, and Men at arms can easily level buildings (even watch towers) before being driven away by the garrisoned town centre.
This is the only one I had trouble arguing with, your universal scheme to slowly take away your enemy, and push him into another direction with each era. This would not be a problem if you had a wall on the end of your border. But, I am assuming the early dark age rush would stop that. So your keep 'feeding' (as you can get more men faster and cheaper) your enemy troops, until they resources dwindle, and then, when Imperial comes, you launch a final invasion?

An interesting strategy, but on many maps, the entire game relies on a choke point, Black Forest, Highland, Rivers. With out walls, you are in trouble, and its easy to build a wall to stop an early rush. Besides, on any sea map, your strategy is almost pointless, by the time you bring your men to an island an start building there, they probably already have walls and a standing army.
LordAzreal-
By the Castle Age, the Goths can be nearly unstoppable since they get the Anarchy unique tech, and huskarls. This helps to create an army less susceptible to archers out of the barracks quickly. And you only need to build one castle to make it happen (unless you're concerned about the score boost of extra castles, they are unnecessary since the Goths don't defend).
This is the best era for the Goths, but its not a bad one for the Byzantines either, there unique unit comes into play, the Anti-Infantry Cataphract. Also, Gold Shaft Mining is not available to the Goths, and Stone shaft mining isn’t as helpful, as you cannot build walls, bombard towers, guard towers or Keeps. They cant build units like the siege rams, cannon galleons, Paladin, Arbalest, and the techs for there monks is pitifully low.
LordAzreal-
If you make the mistake of letting the Goths make it to the Imperial Age, they have the potential to be invincible, since their SECOND unique tech increases the already exceptional speed the barracks works at. The Goths can then overwhelm any enemy with superior numbers. Their cheap, quickly produced halberdiers will easily make short work of a cavalry. Their cheap, quickly produced Huskarls can absorb archer damage, and their cheap, quickly produced Champions deal the major damage, and take out the buildings of the town they have invaded. Add three or four trebuchets, and they will ruthlessly destroy any enemy.
But here is where your wrong, Champions, Halberdiers, are available to almost every civ, just because it costs a little more, doesnt mean they cant be used more effectively, further more, I have seen 50 Chu Ko Nu's shoot the hell out of 50 Huskarls before the even reach the line of Two Handed Swordsmen or Champions guarding them, (Chu Ko Nu's ignore the normal peirce damage because of there huge speed, they have been known to take out leagues of War elephants also. ) And the Byzantine Civ, at this time (imperial) their unique tech kicks in, giving them trample damage, plus their bonus vrs infantry, sends the infantry based Goth civ to its death before you can say "If only I had a wall".

LordAzreal-
If you see the Goths building a few barracks outside your town, you'd better try and take them out QUICKLY before they can be completed, because if they are completed, the end is at hand.
If the Goths ever reach your town then you may have to worry, but even then, a quick charge of the pumped up (Bloodlines) Heavy Camels (Remember the camel bonus) Cataphracts and Paladins can scatter the Goth army, destroy its only defense, which is its offense, and drill a path straight to the heart of its empire while the Siege rams and monks follow them up. Taking out the barracks (or converting them) until they arrive at the heart of the Goths Empire, without so much as a single wall, or guard\keep tower to stop them.
LordAzreal-
I'd say that the Goths are far from being the weakest civ in the game. But then again, its only a matter of opinion and personal play styles anyway. I personally find the Byzantines to be weak for my style of play, since I just can't wall up and stay on the defensive.

True, the game is based on two things, as you say, your play style, and the battlefield you fight on. Goths are weak on every water oriented map, weak when it comes to Wonder\Relic\Regicide themes where a strong defense makes all the difference and weak when it comes to Technology. So, the main point is, the Goth can only be above average if it’s the right map, right Victory conditions, and none of their nemesis, (i.e. Japanese, Celts, Teutons, and some would say Byzantines;) ) The Visigoth’s are a limited Civ, and IMO, they should only be used in a limited way.

Byzantine Bonuses:
Buildings: +10% HPs Dark Age, +20% Feudal Age, +30% Castle Age, +40% Imperial Age.
Camels, skirmishers, Pikemen cost -25%
Fire ships +20% attack
Advance to Imperial Age costs -33%
Monks: 3 times heal speed

Plus the only non-expansion civ thats can build a anti-infantry unit.
 
Originally posted by PCHighway

Well, I will use the civilization you claimed to be the weakest, because it is one I Champion. The Byzantine Spearmen Line cost a quarter less, as do Skirmishers and Camels, creating a well balanced range unit, cavalry unit, and anti-cavalry unit. So while they cant immediately rush there opponents, they have at least two of these units in play, at Feudal age.

True. But neither is terribly effective against men at arms, which are obtained cheaply by the Goths. And the Goths can get cheaper spearmen as well, since their bonus applies to everything from the barracks.

I used to champion the Byzantines as well, but I continually fell prey to players skilled in using the Goths. Though the Goths aren't the civ I champion (I prefer the Huns or Mongols), I now see where they stand strong.

As you mentioned, the Byzantines have a bonus for walls, so by the time they are in Imperial, their walls are twice as strong as the norm would be, in order for most other civs to get this kind of defense, they would need a line of two walls. A strategy I like to use is just a network of walls. build a wall here, build one around this hill, put a castle on the hill . . while it costs alot of stone, in the end its worth the trouble, as civs will have to attack the wall to get through, making it an effective warning system. In imperial, the civ would most likley launch a trebuchet at the gate\sections of wall, but by then you will be on your way. So, carelessly throwing out walls will prohibit expansionist building (the enemy must assail you), and provide a defense, in which your troops can react. Or, if your men are of in a battle, with another enemy. Walls provide a fairly good means of holding your enemy off until you have a army to counter him.

Given enough time, even a man at arms can level a section of stone walls. And as for the losses incurred by the towers, they will be easily, quickly and cheaply replaced in double.

This is the only one I had trouble arguing with, your universal scheme to slowly take away your enemy, and push him into another direction with each era. This would not be a problem if you had a wall on the end of your border. But, I am assuming the early dark age rush would stop that. So your keep 'feeding' (as you can get more men faster and cheaper) your enemy troops, until they resources dwindle, and then, when Imperial comes, you launch a final invasion?

Yes. The dark age rush is designed to prevent them from assembling a decent defence. And in the Feudal age, this effect can be extended by regularly raiding their stone mining operations. And since stone seems to be so scarce on most maps, its easy to have all of the stone mines covered in this way. If done correctly, the Goths can claim victory in the Castle Age. Otherwise, the Imperial age will yield a guaranteed victory since trebuchets will be able to take out the few walls they might throw up with stone bought at the market (and there won't be much gold if the gold mines are raided and guarded in the same way, unless you sell food, thus bumping its price down to rock bottom)

An interesting strategy, but on many maps, the entire game relies on a choke point, Black Forest, Highland, Rivers. With out walls, you are in trouble, and its easy to build a wall to stop an early rush. Besides, on any sea map, your strategy is almost pointless, by the time you bring your men to an island an start building there, they probably already have walls and a standing army.

If the Goths are sent on the defensive, they can still guard choke points with plenty of barracks units and a castle. Palisades offer limited barrier, but they can also help. As for sea maps, I can't argue with you there. The Goths are quite challenging to use on those maps. The best way would be to go to all the islands possible in the Feudal age and build a barracks or two on each island, while keeping villagers in the camp to later build a castle.

This is the best era for the Goths, but its not a bad one for the Byzantines either, there unique unit comes into play, the Anti-Infantry Cataphract. Also, Gold Shaft Mining is not available to the Goths, and Stone shaft mining isn’t as helpful, as you cannot build walls, bombard towers, guard towers or Keeps. They cant build units like the siege rams, cannon galleons, Paladin, Arbalest, and the techs for there monks is pitifully low.

While the cataphract is extremely powerful as an anti-infantry weapon, it is prohibitively expensive, so they can't be built in the large numbers necessary to take out entire hordes of pikemen that the Goths so cheaply afford.

While Stone Shaft Mining isn't that helpful to the Goths in building walls and towers, it makes it easier accumulating resources for castles. Also, excess stone can be sold at the market, since it is usually the most expensive commodity anyway, thus compensating for the lack of Gold Shaft Mining.

Siege Rams aren't much of a loss for the Goths. Bombard cannons and trebuchets are both better siege weapons. I can't argue about the lack of cannon galleons, since I can see how the lack of them is a problem. Bombard towers aren't necessary either, as the Goths are purely offensive. Lack of Paladins and arbalests aren't really a loss on the part of the Gothic army since their strength is in barracks units. And since I only really use monks for healing (though it isn't really necessary with such huge numbers), the lack of monastery techs isn't a big loss either.

But here is where your wrong, Champions, Halberdiers, are available to almost every civ, just because it costs a little more, doesnt mean they cant be used more effectively, further more, I have seen 50 Chu Ko Nu's shoot the hell out of 50 Huskarls before the even reach the line of Two Handed Swordsmen or Champions guarding them, (Chu Ko Nu's ignore the normal peirce damage because of there huge speed, they have been known to take out leagues of War elephants also. ) And the Byzantine Civ, at this time (imperial) their unique tech kicks in, giving them trample damage, plus their bonus vrs infantry, sends the infantry based Goth civ to its death before you can say "If only I had a wall".

While champions and halberdiers are available to almost everyone, the Goths are still better with them, as it takes much less time for them to be built, as well as being cheaper. Add the Gothic bonus of barracks speed to Perfusion and Conscription, and you're looking at a champion coming out every two seconds, and a halberdier coming out every one to one and a half seconds. Think about how many of each unit can come out of a cluster of 10 barracks.

While the 50 Chu Ko Nu archers can easily deal with 50 huskarls, can they actually deal with 70? 100? Once again, its a matter of numbers. And while the huskarls are absorbing the damage from out the front, champions may be able to pass around one of the flanks and take the Chu ko nus down from behind.

As for the Byzantines Logistica, allowing cataphracts to deal trample damage, it still doesn't change the fact that they are prohibitively expensive, and while they can take out more troops before being overwhelmed themselves, they can still be overwhelmed with enough halberdiers. And since the Goths can effectively pump one out of a single barracks virtually every second, the losses are easily replaced in double or even triple the numbers they previously were.

If the Goths ever reach your town then you may have to worry, but even then, a quick charge of the pumped up (Bloodlines) Heavy Camels (Remember the camel bonus) Cataphracts and Paladins can scatter the Goth army, destroy its only defense, which is its offense, and drill a path straight to the heart of its empire while the Siege rams and monks follow them up. Taking out the barracks (or converting them) until they arrive at the heart of the Goths Empire, without so much as a single wall, or guard\keep tower to stop them.

Champions can easily take out camels, since the camel's bonus is against cavalry. Cataphracts and paladins can fall victim to the overwhelming number of halberdiers.

And as for being able to annihilate an attack, and find a clear path to the centre of the Gothic empire, it will take a short amount of time for the Goths to train a replacement army at home to intercept the advancing army, which will be slowed by monks and rams. with 10 barracks in their town, they can replenish their numbers VERY quickly. Quickly enough to stand in the way of the enemy's victory. And perhaps they will drill a path to the centre of their enemy's empire, and since their castles will be free from the duty of building the UU, there's more opportunity to build trebuchets and be ready to carry out a siege. It will take a lot of time and money for the Byzantines to replace their precious cataphracts in time for the upcoming siege.

True, the game is based on two things, as you say, your play style, and the battlefield you fight on. Goths are weak on every water oriented map, weak when it comes to Wonder\Relic\Regicide themes where a strong defense makes all the difference and weak when it comes to Technology. So, the main point is, the Goth can only be above average if it’s the right map, right Victory conditions, and none of their nemesis, (i.e. Japanese, Celts, Teutons, and some would say Byzantines;) ) The Visigoth’s are a limited Civ, and IMO, they should only be used in a limited way.

I once again have trouble arguing with you about island maps. But I always play standard random map games, with only the conquest victory option. Call me old fashioned, but I like the massive, large scale battles, as opposed to tresure hunting, building wonders, or killing the enemy king. And though the Goths prefer the wide open spaces, they can still use their castles and palisades to secure choke points with a few troops to stand out in front to make it impossible for rams to get past.

The Goths aren't meant to have the technological edge. They must rely on pure numbers. I find it easy to compare the Goths in this game to the Zerg in Starcraft and the Soviets in Red Alert 2, since both have cheap infantry (or infantry counterpart) and need pure numbers to secure victory.
 
Biggest post I ever made, and that’s saying something;). I was only 4.500 Characters away from the limit. For those not interested, skip to the last Paragraph.

I am assuming that using units to replace walls will slow down the Advances the Goths make, as, in my games, they are always one of the last to get to Imperial. So, much of this is based on that assumption.

Well, fortunately, I anticipated a good response:D, and left some things out of my first post, or rather, left them 'unexplained'.

LordAzreal- But neither is terribly effective against men at arms, which are obtained cheaply by the Goths. And the Goths can get cheaper spearmen as well, since their bonus applies to everything from the barracks.

I used to champion the Byzantines as well, but I continually fell prey to players skilled in using the Goths. Though the Goths aren't the civ I champion (I prefer the Huns or Mongols), I now see where they stand strong.
I suddenly see how little a Dark age rush would be, Rushing with Militia?? it may work, but whenever I play a game, everyone, everyone needs to build up some type of resources. Yes even the Goths and Huns, need some type of economy, and the dark age rush of Militia usually does nothing more than destroy some farms, if your lucky enough to get so close to the town center. Most people build a barracks within shooting distance of there town center, so the rushing civ is forced to get that close, if it wants to do any damage, and try to make up for its depleted resources. So, unless the opponent you rushed offers no opposition, its almost assured they will get to Feudal before you, and as you catch up, they will have walls and a small but well embedded army. A common strategy is to build one or two towers, within shooting distance of your Town Center, making them always being hurt by arrows no matter which they attack.
LordAzreal-
Given enough time, even a man at arms can level a section of stone walls. And as for the losses incurred by the towers, they will be easily, quickly and cheaply replaced in double.
Nothing is That cheap, a regular man at arms cost 60 food, and 20 gold. A Gothic's Man at arms cost 50 food and 10 gold. Admirable, but most certainly, a drain on your stores. In order to take advantage of your +20 Barracks speed, you must build more units, so, for an extra 2-3 Man at Arms, the cost evens out, and your enemy will have walls and Archers to counter you, maybe even a tower or two (you don’t need stone to advance ages) and when you do finally break through a portion of wall, which can be just as easy to replace as your Infantry, you must encounter your enemies 8 or so Man at arm, while you are still being attacked by archers, and\or Towers. Basically, you slowly fall behind in econmy, since you have no bonuses and are weak in tech's, by the time you hit castle, the Byzantines (-33 Imperial Age) may well be studying to get into Imperial, or are already there.

Now that your looking through my eye's;), you can start to understand why I think them weak, as the way I see it, with the Goths first unique Tech, doesn’t put you one step above the opposition, its merley attempt to even the score.
LordAzreal-
The dark age rush is designed to prevent them from assembling a decent defence. And in the Feudal age, this effect can be extended by regularly raiding their stone mining operations. And since stone seems to be so scarce on most maps, its easy to have all of the stone mines covered in this way. If done correctly, the Goths can claim victory in the Castle Age. Otherwise, the Imperial age will yield a guaranteed victory since trebuchets will be able to take out the few walls they might throw up with stone bought at the market (and there won't be much gold if the gold mines are raided and guarded in the same way, unless you sell food, thus bumping its price down to rock bottom)
With your second sentence, you say raiding the Mining encampments will help alleviate the problem, not so, as if we follow this strategy, The Goth Civ is Forced to raid stone encampments, further depleting their stores, because it has to go offensive. Making it almost Guaranteed you get Castle before them, and with Castles Comes monks (relics), Fortified walls, Unique Unit, Petards (sending one in under their radar), and damage there barracks, or create a skirmish where the Visigoth army must rush to its encampments defense, because it has no walls, it must attempt to flood even a small enemy Castle Age force, with units like regular Spearmen, when it should have, at the very least, Pikemen trying to ward of the 'regular' Cataphracts.

Because of its depleted resources, it is only in Feudal (the costs for Barrack units start going down in Feudal, it does not start in the Dark age) and struggling to catch up, and make a way to Castle age. And, if all went as planned, the Byzantines should be about to study the advance to Imperial, right when the Goths hits Castle. However, as you stated, the Castle age is where the Goths start to catch up, and they can now successfully launch a network of 7 or so barracks, producing Huskarls or Pikemen, all at cheaper cost. And even a age behind, they will keep their adversary busy. However. . .
LordAzreal-
While the cataphract is extremely powerful as an anti-infantry weapon, it is prohibitively expensive, so they can't be built in the large numbers necessary to take out entire hordes of pikemen that the Goths so cheaply afford.
Actually, they can. And they are not terribly expensive, it only costs 10 more food than a Paladin. And against an Infantry oriented civ, it more than makes up for it, besides, everyone has seen a troop of 25 paladins. I did a little testing:D today, and found out the perfect non-Infantry restricted enemy for the Goths, is the Byzantines. Why you ask? I will get to that later, but for now, lets continue our little saga. As the Goths put up there Castle age, counter offensive Defense, the Byzantines should be catching up on skipped techs, and seeing as the Goths have far less to study, by the time Byzantium hits Post Imperial (for those who don't know, that means all tech that are available, are now studied leaving you free to concentrate solely on war.) before the Goths, because of there lack of resource consuming techs, such as the monastery tech's, Guard towers, Keeps, Gold shaft mining, Plate armor, for cavalry and Infantry, it all adds up, and the Goths reach Post Imperial at the same time, or shortly after the Byzantines! Thus, their weakness in lack of tech's evens out, in making them a weaker civ for each one of the Byzantines men, but not playing catchup, while the Byzantines start raising a massive army. And now all the 'barracks units cost less' comes into play, plus the population bonus, and the fact they don’t need as many villagers. Making them just able to 'defend', if you can call it that, from the Byzantines, with the occasional strategic offensive maneuver.
LordAzreal-
While Stone Shaft Mining isn't that helpful to the Goths in building walls and towers, it makes it easier accumulating resources for castles. Also, excess stone can be sold at the market, since it is usually the most expensive commodity anyway, thus compensating for the lack of Gold Shaft Mining.
True, and its plays a massive role in the Goths Mad scramble;) to hit Post Imperial, twice as fast as the Byzantines did. But by the time you get there, your Stone is not worth as much as it once was. And now, as the Byzantines are free to concentrate on war, you will need gold more than ever, and the extra two relics the ‘enemy’ got, would have helped.
LordAzreal-
Siege Rams aren't much of a loss for the Goths. Bombard cannons and trebuchets are both better siege weapons. I can't argue about the lack of cannon galleons, since I can see how the lack of them is a problem. Bombard towers aren't necessary either, as the Goths are purely offensive. Lack of Paladins and arbalests aren't really a loss on the part of the Gothic army since their strength is in barracks units. And since I only really use monks for healing (though it isn't really necessary with such huge numbers), the lack of monastery techs isn't a big loss either..
I disagree, Siege rams make all the difference. 5 Siege rams with 6 men garrisoned in each ‘in the case of use against the Goths it should be Champions) By the time the Ram get to the building, and you unload, you will have 30 Champions guarding them and it will immediately take out the Castle, then they will spread out, along with the Champions, who will ‘choke’ up the enemies army. Then, while the towers and castles are gone, send in your Cataphracts who will take out the Infantry, and you just completed a very successful attack, completely leveling an entire area. Your next choice would be to either wait till your monks arrive, or send your cataphracts home to get healed, while your champions and rams distract the Visigoth army, long enough for the ‘expensive’ units to be healed, and to prepare another invasion. They go perfect with the Byzantines, as you wont need as many trebuchets. And you can save that 200 gold for your Cataphracts. Bombard Towers and Arbalest are very good when used with wall’s ;). And if the Goths had the Paladin they would have at least one High Quality, versatile unit. The reason Bombard Towers are a key power when used against the Goths, is when barrack units attack a wall, they are stationary, and one Cannon ball would instantly kill them. Also, 2 onagers can take out 20 trebuchets in seconds, and 4 onagers could do it in only one shot. Making Trebuchets very vulnerable, for that type of money.

Now to the testing part, I put on a map, the Byzantines in post Imperial, and the Goths in post Imperial. Each on as ‘equal’ footing as possible. One Elite Cataphract could take out 3 Halberdiers, and live with about 15 life let over, one Elite Cataphract could take out three Champions, and one Elite Cataphract could take out three Elite Huskarls. Why? Besides the Bonus, trample damage, is not to be ignored, while the halberdiers were attacking me (each one hitting me), I killed one of them, then by the time I got to the second, I only needed one swing, and same with the third. While they were attacking me, they were getting hurt?!?! Just being near the Cataphract was a problem. So how did this hold up in large scale? Sure, one Elite Cataphract can take out 3 Halberdiers, but can 25 Elite Cataphract take out 75 Halberdiers? Yes, with 13 left over. That’s a big defeat, I though the AI was to blame, because in the middle of the battle, the Halberdiers moved in the center of the fight. So, I turned the tables, and I played as the 75 Goth Halberdiers, vrs the 25 Byzantine Elite Cataphracts. And the AI lived, and with 15. Trample damage is obviously better in Numbers. Then I could simple use my +50% Healing monks, kinda like field medics, and while they weren’t healing, I could convert some barracks, Which is almost like creating a Military encampment, to get infantry there faster, and Also making the enemy have to ‘retake’ his Own Ground! Monks are Highly underrated. Now, If I sent in 25 Cataphracts guarding two Trebuchets, and the 6 ‘Siege Rams garrisoned with Champions’ on another front I could very well level the entire Empire within minutes, and while the Goths were struggling to build more units, and more barracks to use them, I could easily spend some extra gold, and make another 25 Cataphracts. To make Defeat all the more inevitable.

So, in the end it very close, I found the Goths Offense, made up for its lack of Defense, to a Degree. . . But its is a very limited Civ. Island maps is a weakness, Choke point maps are weaknesses, because they must employ a ‘defensive army’ to guard each River Crossing, or each gap in the tree’s, where any other Civ just needs a wall. And a tower.

I think Sandy Petersen (in a press interview), one of the main figures who designed AoK, said it right; “There will still be favorite civs, and there will be endless debates about which civ is better on what map or under what starting conditions.” For me, who usually plays on arena, or Fortress. The best Civ, is the one who excels at everything. The Byzantines can study all Economy Stats (i.e. two-handed saw, Stone shaft mining) can build the best of almost every unit, Heavy Camels, Paladins, Elite Skirmishers, Arbalests, Champions, Heavy Cavalry Archers, all the ships, and has bonuses for monks. They do not have any glaring weaknesses, that makes their strategy predictable. They are Versatile, they do not have to stick to one strategy, and any bonuses they have, are a welcome surprise, but not a necessity.


BTW, Byzantines don't get Bloodlines:(. I will edit it out of my other post later.
 
post-patch, i'd say Goths rock!
they are now a threat straight from feudal all the way to imp..

some other things changed with the patch is that:

Cavalry archers are the best units you could have if the game isn't laggy

Siege rams are the best anti-building siege weapons. better than trebs when garrisoned.
 
KoRnEa- Post-patch, i'd say Goths rock!
they are now a threat straight from feudal all the way to imp..
Very True, but the Civ is lacking incredibly, in certain ways. LordAzreal made me see that no civ, really, could be called the ‘Weakest Civ’. But every Civ has certain flaws, and to me, and in my games, using my playing style, The Goths are definitely not the best you could choose. Almost Everyone admits Knights\Camels are a big factor, The Byzantine can build both, plus another cavalry unit, which, as Portuguese said they can destroy a civ where heavy Camels are its major factor. And still, it has the bonus versus Knight focused civs, because of its camels. The reason I still say the Goths are the worst Civ, depends almost entirely on my playing style. I just ask you, next time you play an online game try playing as both civs, then decide which one is better, as that is seriously the only way.
 
Portuguese- I wouldn't play as Goths against Byz...
Neither would I;), and that’s why I wrote those posts, but I mean the Goths against another Civ, such as the Turks, or the Britons, would make you think they are not that bad. Your Civ of choice is the Byzantines I take it? What’s you opinion of the weakest Civ? Be careful though, you might get a 5.000 word response ;-) (j\k).
 
funny thing, usually when i play, i get suicidal.
no, really.

i go mad-offense and i forget about the defense, and it ends up the guy's death and me barely breathing. :)

this one time i flushed, at the end of the game, i had more resources coming in from forward vills than my town's vills lol

of course, if i fail and the guy survives to late game, i suck in mid-imp and later..

if i went goth vs. someone of equal level playing byz(i wouldn't do that, but let's say we got those civs choosing random), i'd m@a him like a madman, and since byz can't handle m@a in feud, i'd probably have a pretty good chance..
 
that's why i'd go at it like a madman ;)

btw byz UU rules mid-imp and later.. not so much in castle..
 
Goths Rule!

The civilization that was least successful in my games is Persians, I don't know why - but I haven't won a game by persians. (I'm talking about high-difficulty games)

Well, I enjoy playing any nation here, It's a pity there's no slavic nations here...:(
 
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