Request: Make Goths Okay Again

OK, this line of copying a new idea is not really good for this community. No offense but the community needs to be more creative if we want the game to improve and thrive more.
And Second complaint is, don’t turn AOE2 into AOE3 just because one civ got a buff that it really needed.

3 Likes

+10 pop bonus should be changed to +10% pop for a start.

3 Likes

agreed, goths need a buff

hunters not needing a drop off would help on certain maps and lose effectiveness very quickly on maps with poor animals (bog land has 4 goats and thats it)

could be really different and get things like +2 boar spawned with each town centre built or some such

Even 10% seems too low. I’d say 15%

Militia line in general needs a big buff. They’re too expensive in Feudal and too weak in Castle. Building destruction seems to be their intended use. But mangonels/rams and elephants do building destruction better for less resources while having much better resistance to archers or knights, respectively.

Maybe remove Supplies and Arson and instead give an automatic and stacking food discount and building damage bonus per age up? You’d still have to research Militia line upgrades. Goths, similar to what they have now, would get a bigger discount per age up that also affects gold, but the discount also starts in the Dark Age. Goths can get a bigger bonus against buildings per age up too. And lastly, perhaps make Goth infantry create faster with every age up? And they would still need Perfusion to maximize their flooding potential.

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I dont think goths need a buff. They are literally unbeatable in late imp no matter what army comp you use. Its just a matter of getting to that point. Especially in team games where your allies can buy you time. Goths are OP. Before that Vietnamese need a buff

I like this idea. It helps with a forward base or a tower push where villagers could still hunt/fish without having to drop off resources. Sure it doesn’t work on every map, but it’s something.

Or maybe give them a steady income of food from the start? Like a relic that generates 1 food every 2-3 seconds could help (or break) the early game (assuming an 11 minutes feudal time, it would sum up an extra 330-220 food, so similar to an extra boar or 1 khmer farmer respectively).

Or make the militia line “refund” 5 food after they die, or, as a late game buff (like they really needed it) make militia line costs 0.5 pop space like karambit warriors instead of those +10 max pop tech

There are a lot of myths floating around about supposedly “unbeatable” late-game army comps. Some are more justifiable, like Mongols or Portuguese, and some, like Goths, are highly questionable, especially in DE.

In fact, among several more varied comps, they are beatable with a single unit army comp that is available to most civs:
-Winners
-First-placers
-Campeones
-Champions
-Elite Two-Handed Swordsmen
-Elite Heavy Long Swordsmen
-Veteran Elite Heavy Men-at-Arms
-Promoted Veteran Elite Heavy Militia

(Not to mention other infantry killers such as hand cannons, slingers, Jags, Chu Ko Nus, Teutonic Knights, massed siege.)

Thanks to Supplies, every civ gets access the majority of the Goths’ discount on the swordsman line. Any civ that gets FU champs (Goths don’t) can hold their own against the Goth infantry flood, by building more barracks. Any civ with a melee infantry bonus (Slavs, Japanese, Vikings, Bulgarians, Aztecs, Burmese) cost and pop-effectively counters everything that comes out of the Gothic barracks, and has more eco bonuses and tactical flexibility to get there. Bottom line is that a lot of these “flexible civs” do infantry better than a supposedly dedicated specialist infantry civ (Goths).

Said no high level player, ever (even pre-HD, correct me if I’m wrong). HD pro games I’ve seen almost always feature the Goth going for archers or knights. A lot of things seem “OP” at low levels.

Cannibalism? Seems a little barbaric.

Oh, they do. As I alluded to above, Goths are a worse infantry civ in Post Imp than Slavs, Japs, Vikings, Malians, Aztecs, etc. Producing units faster isn’t that helpful when your units are worse than many civs’ and are only marginally cheaper.

3 Likes

I had two ideas while I was going for a walk yesterday.

(1) Give goth millita +1 attack.

(2) Have the goth infanty cost reduction start from the dark age.

I think Goths will need some sort of eco boost as well, as they’re not strong until late game and other civs kill them before post-imp on most maps … but I think it would be interesting to boost their drush and drush defense for a starters.

Anyone else have any thoughts on this drush buff? I think Goths need other early game buffs as well, and I understand that drushing and drush defense doesn’t apply to all skill levels, as plenty of newbies can’t execute drushes, but it’s a start and I think an interesting enough idea.

It also makes the goth infanty cost reduction more meaningful after the indirect nerf to it by giving the other civs supplies.

Thoughts?

P.S. Hoang would have a new favorite civ for sure …

Okay first of all Goths have Huskarls which counter every ranged unit you mentioned. Even slingers with a huge amount of their army left when fighting 30 vs 30. And Huskarls only take 5 seconds to produce out of barracks.

Going knight line is suicide you are going units that cost 60 food and 75 gold vs halbs that cost 23 food and 16 wood and come out in seconds.

Teutonic knights are the only interesting counter to a Goth army but Goths get heavy scorpion and HC so you don’t have to use infantry to fight them and if they try to make their own HC or arbalest you can make Huskarl.

Goths can use hussars to fight siege or send a none stop wave of units like D-day and death ball towards them.

And now for champions you are going champions vs a civ that has an over all cost of 39 food only 13 gold vs 45 food and 20 gold (so you need 42% more on gold) even after supplies which means goth champions are still 25% cheaper over all and 42% cheaper on gold and they produce 120% faster so in other words you need to have 25% more eco and 120% more barracks to keep up with Goths champions. Even Spirit of the law said that with equal cost Japanese champions vs Goths champion in DE is like a coin toss and could go either way. But now add 120% faster production rate and +1 attack vs buildings and Goths are suddenly destroying the Japanese barracks and death balling towards their town.
Literally Goths are so good, the only reason people think they are bad is because Goths aren’t strong until you get late imp which is what I originally said.

I think any buff to Goths early game would make them too OP because once they get to late imp they are death balls. Goths should remain as they are a situational booming civ good in Arena or team games where you can boom until imp. There is a reason why Goths dont get stone walls.

Before thinking about doing anything to civs like Goths we need a Vietnamese nerf

The Goths are very predictable and yes not even being able to build stone walls is a major blow to their defenses. The goths have pretty good gun powder but I don’t think that’s enough.

I think one potential bonus based on the same thinking of “Goths never made defenses they only stole them front their enemies” would be that goths could maybe take over towers that drop below half HP… maybe the Goths could take over Castles that were less than 25% HP. Hmm

Otherwise maybe a +1 bonus to Halberdiers so they fight more like Steppe Lancers might be appropriate

And Giving Siege Onagers might be a good idea because I don’t see any reason to Gothic siege was not pretty good. Hunting bonus is also appropriate but maybe they don’t need to drop off and Hunted animals give more food… 50% maybe

If you compare even Goths to Franks (an old AOK Civ) the Franks have stronger knight FU to Paladin, farm bonus, and a ranged UU that can act as very good anti-infantry… maybe Goths need a second UU

Give redemption to goths, free redemption upon castle age and faster building conversion now! 11

Two more days for the February patch to be released. We’ll see if the Goths get any buffs.

Probably a controversial view… but just give them the ability to build walls already. I mean I like that some civs have unique quirks but those are usually in the form of something additive rather than subtractive (like how Bulgarians can build a mini-castle, or Cumans can build an early Sige Workshop, or Spanish have super cannon galleons and so on…) not being able to build something EVERY OTHER CIV can build just is kinda crappy for no good reason. I think even American civs should be able to build stables but msybe late in the Imperial Age only to signify that they only get access to it after contact with Europeans which happened later in history, kinda like an alternate history time-line which would fit in with the current design philosophy anyway where every civilisation gets access to trebs and other complex siege weapons and big war ships despite the fact that they didn’t have any of those things historically.

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That wouldn’t change anything about Goths being weak. Goths dont lose games because they dont have stone walls. It would just make them less unique, but solve none of their problems. So I think it’s a pretty bad suggestion. Sorry about that :wink:

At least it’s not as bad as giving stables to meso civs (at whatever stage of the game)^^

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(1) The goths are indeed super strong post imp but most civs kill them on most maps before they even get there. There is a reason that goths are bottom tier … it’s because they have a very weak early game (and their mid game isn’t so great either!).

If their early game gets buffed accordingly–and it should–THEN the devs can think about nerfing their late game slightly if they need it (slightly, as their strengths are meant to be their late game … but their late game PERHAPS is a bit too strong and their early game is DEFINITELY too weak).

The buffs I am suggesting would NOT make them too strong.

(2) Is your comment about vietnamese a joke? You say they need a nerf? Is this a joke? I don’t mean to be rude … it’s just that after the Khmer buff the Vietnamese are ABSOLUTELY the WEAKEST CIV IN THE GAME OVERALL!

The Vietnamese need lots of buffs. Or just one good eco buff.

So the goths absolutely need an early game buff, and only then do the devs have to think about nerfing their late game. If the Vietnamese are to be nerfed at all it’s ONLY AFTER their eco has been buffed so that they are no longer the worst civ in teh game!

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Where did you read that the Feb patch releases in two days? I’ve been looking everywhere for which date in Feb it releases but I haven’t been able to find that info. Where did you find that info? Where is the release date stated?

EDIT: Oh I see … you just mean because that’s all that’s left of February. Nevermind. (Maybe it will be released late? I wish they gave a release date, lol).

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Most patches have been released on Thursday so I expect it today.

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haha fair enough, at least you are civil with your disagreements :grin:

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