Civilization Match-up Discussion Round 10 Week 5: Franks vs Goths

I expect many people will have opinions on this one 11

Hello and welcome back for another Age of Empires 2 civilization match up discussion! This is a series where we discuss the various advantages, disadvantages, and quirks found within the numerous match ups of the game. The goal is to collectively gain a deeper understanding of how two civilizations interact with each other in a variety of different settings. Feel free to ask questions, pose strategies, or provide insight on how the two civilizations in question interact with each other on any map type and game mode. This is not limited to 1v1 either. Feel free to discuss how the civilizations compare in team games as well! So long as you are talking about how the two civilizations interact, anything is fair game! Last week we discussed the Huns vs Vietnamese, and next up is the Franks vs Goths!

Franks: Cavalry civilization

  • Castles cost -25%
  • Cavalry +20% hp starting in Feudal Age
  • Farm upgrades free (requires Mill)
  • Foragers work +25% faster
  • TEAM BONUS: Knights +2 LoS
  • Unique Unit: Throwing Axeman (Heavy infantry with short-ranged attack)
  • Castle Age Unique Tech: Chivalry (Stables work +40% faster)
  • Imperial Age Unique Tech: Bearded Axe (Taxmen +1 range)

Goths: Infantry civilization

  • Infantry cost -20/25/30/35% per Age
  • Infantry +1/2/3 attack vs buildings in Feudal/Castle/Imperial Age
  • Villagers +5 attack vs boar; hunters carry +15 meat
  • Loom free
  • +10 maximum population in Imperial Age
  • TEAM BONUS: Barracks work +20% faster
  • Unique Unit: Huskarl (Anti-archer infantry)
  • Castle Age Unique Tech: Anarchy (Train Huskarls at Barracks)
  • Imperial Age Unique Tech: Perfusion (Barracks work +100% faster)

Below are some match up-specific talking points to get you all started. These are just to give people ideas, you do not need to address them specifically if you do not want to!

  • Ohhh boy.... this match up... So, for 1v1 Arabia, Franks are a consistent and strong pick, with a very straightforward game plan, as well as the ability to play both aggressively and defensively. Meanwhile, Goths are occasionally seen sometimes as a niche pick to counter archer civs... but that's about it usually. Do Goths have the ability to shine in a match up where Huskarls are not too likely to be very good?
  • For Arena (and similar maps), neither of these civs are usually considered to be especially strong (Franks more so than Goths). However, both of these civilizations have very powerful armies in the late game when given time to boom. Franks have a better boom than Goths, and additionally can apply pressure better. Do Goths stand a chance here?
  • For team games, Franks are pretty much universally considered a top 3 pick for pocket - in a meta of scouts -> knights -> paladins, it's hard to find a civ more well-suited to that game plan than Franks. However, Goths can be dangerous if given the space to boom, and can be really dangerous when it comes to early laming on a close flank. How do you see these civs fitting into a team game composition?

Thanks as always for participating! Next week we will continue our discussions with the Burmese vs Malians. Hope to see you there! :)

Previous discussions: Part 1 Part 2 Part 3

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