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The Georgians are a cavalry and defensive civilization.

Strengths[]

The Georgians are one of two civilizations with access to the Mule Cart, a mobile economic building that combines the roles of the Lumber Camp and Mining Camp, as well as serving as a drop-off point for hunters. Mule Carts cost similar to the buildings they replace, but in return offer more flexibility, being able to move to better serve as a drop-off point. The Georgians actually start with a Mule Cart, effectively saving them the resources of an early Lumber Camp and providing an extra unit for early scouting.

Georgian mounted units heal over time starting in the Feudal Age. Although this only gives a marginal advantage during fights, in between fights, it does a lot to retain the value invested in these units. The Georgians have fully upgradable Hussars, Cavaliers, and their cavalry unique unit, the Monaspa. Furthermore, the Georgians also have an unique technology, Aznauri Cavalry, which reduces the population space filled by mounted units, granting a potential numerical advantage in the late game.

The Georgians can mix their cavalry with Heavy Cavalry Archers, which benefit from the same boosts, and hence are usable despite lacking Ring Archer Armor and Thumb Ring.

Between their Fortified Churches, 25% cheaper building repairs, Svan Towers, and strong University technology tree, the Georgians are also well-equipped to play defensively. This allows them to excel later on, as the Fortified Churches allow their Villagers to move faster across the board.

Lastly, the Georgians have a fairly strong technology tree, having access to fully upgradable infantry, Siege Onager, and Siege Ram. This allows them to mix some units with their cavalry army.

Weaknesses[]

Other than their cavalry recovering hit points, the Georgians lack a strong early military bonus. Even when conducting a Feudal Age Scout Rush, a strategy they are well-suited for, their Scout Cavalry are outperformed by the Franks or Magyars, and their economic bonuses arguably help a Scout Rush less than civilizations like the Cumans, Huns, and Poles. Even if the Georgian economy ends up being stronger, this takes valuable time.

The starting Mule Cart is their only economic bonus in the early game. The next economy bonus is gained via Fortified Churches, which requires reaching Castle Age, as well as investing 200 wood per building, though once placed, the effect is significant.

The Georgians have a mediocre Archery Range. Despite having Hand Cannoneers and Heavy Cavalry Archers with Parthian Tactics, they lack essential technologies such as Thumb Ring and Ring Archer Armor. In addition, they also lack Arbalesters.

Although Georgian towers eventually are excellent, there is little helping them in the Feudal Age when they first become available. It isn't until researching Svan Towers that they start to stand out.

Lastly, the Georgians are missing a number of naval technologies and upgrades, including Dry Dock, Shipwright, the Elite Cannon Galleon, and Heated Shot.

Strategy[]

The Georgians are best suited to either conducting cavalry rushes, be it with Scout Cavalry or Knights, or walling up and playing defensively until the late game.

When raiding enemies with Scout Cavalry in the Feudal Age, it is important for Georgian players to know when to disengage from combat. The fact that cavalry recover hit points means that the benefits of saving cavalry is all the greater and make this type of units less reliant on Monks or buildings for healing. Georgians players most of the time should open the game with a standard Scout Cavalry rush in open maps like Arabia because of this bonus, but a Fast Castle Age into a Knight rush or a Cavalry Archer rush are also a viable options.

The other way to play the Georgians is to first defend and perform a turtle strategy until the Castle and Imperial Ages. This second strategy is most suitable in closed maps like Arena or Black Forest, where players can defend easily in the Dark and Feudal Ages, boom their economy, and then attack with fully upgraded units. The Georgians should still focus on cavalry (as their Imperial Age technology Aznauri Cavalry reduces the population space occupied by all cavalry units) and complement them with either Skirmishers or Hand Cannoneers for countering Halberdiers or (if playing against a camel civilization) complement their cavalry with Halberdiers. The Georgians should use their unique unit, the Monaspa, as the preferred shock cavalry troop, as they get more attack if produced in large groups.

The Georgian turtle is at the same time a powerful booming strategy, since their Fortified Churches boost gathering rates of Villagers working in a 19-tile square by 10%, providing not only shelter against raids, but also a boost to the economy when not defending. Their team bonus allows the player to gain an edge in Trebuchet wars, since they waste less resources repairing, enabling them to use these small savings to later use them in more defenses, siege engines, or ships, or keep repairing for longer until the Castle siege ends. Their Castle Age unique technology Svan Towers improves all defensive buildings, including their Fortified Churches. After researching this technology, towers become a powerful tool for defensive or offensive purposes, particularly against masses of units, as their arrows get pass-through damage. Units and buildings also receive less damage if fighting from higher elevation, so players should pay attention to map features like cliffs and elevations so they can get the most out of their defenses.

Once the match starts, the player should use the Mule Cart as another scout unit, and return it to the nearby forest once it is needed for gathering wood. Mule Carts also serve as drop-sites for gold, stone, and food from huntable animals, so it is preferable to move it into a location with easy access to these resources if possible to avoid having to build another one. When playing as the Georgians, the player should focus solely on food in the Dark Age, since the initial 200 wood is enough for a Mill and four Houses, unless the player needs to use that wood for something else if the map demands it (for example, in Black Forest, the player may have to use some wood for palisades; on Island maps, the wood may be used for a Dock).

Patch changes[]

With update 99311, the team bonus was reduced from 50% cheaper repairing cost to 25%, making it harder to keep repairing buildings for a prolonged time.

With update 107882, the starting food penalty was removed, making their start less complex, giving the possibility to send all Villagers to food in the Dark Age to advance into the Feudal Age faster. The cavalry regeneration bonus was set to 15%, making their scouts and Knights better, but making the self-regeneration on Hussars and Cavalry Archers worse. Furthermore, researching Bloodlines would increase the regeneration by 3 hit points per minute. Due to such effects, it was reverted to what it was in update 111772. Lastly, the Monaspa training time was increased from 11 seconds to 14 seconds (both standard and elite), and the nearby unit requirement for additional attack increased from 5 units to 7 units, so reaching the full potential of massed Monaspas is slower.

With update 125283, the hit points of standard Monaspas were reduced from 75 to 70, and elite from 90 to 80, making the unit more reliant on being used in larger numbers, and notably, making Camel Riders and the Spearman line better counters than before, as both now need one less hit to kill.

Alliances[]

In team games, the Georgians are quite useful, especially when playing defensively. Their team bonus allows players to repair buildings cheaper, and the Georgian Fortified Churches and Svan Towers help to gain and retain map control for the team. Being a cavalry civilization, the Georgians benefit from cavalry team bonuses. The Georgians should play on the flank position due to their defensive bonuses and powerful cavalry. The Jurchens do not benefit much from their team bonus, since their Fortified Bastions technology allows automatic repair for their fortifications and for free.

  • Aztecs: The civilizations work quite well in a team game. The Aztec team bonus improves gold generation for Relics, and Georgian Relics allow Fortified Churches to gain an arrow attack. The Georgians can cover the Aztecs' lack of cavalry.
  • Berbers: The Berbers have a win-win sinergy with the Georgians. The Georgians can train Genitours that regenerate and occupy less population space. Monaspas are trained faster thanks to Kasbah. The Berbers can repair their fast-working Castles cheaper.
  • Bulgarians: Bulgarian Kreposts can be repaired cheaply, while the Georgians can research their Blacksmith technologies faster.
  • Byzantines: The Byzantines have buildings with better hit points, so the Georgian team bonus is quite helpful for them.
  • Chinese: Chinese walls and towers with the Chinese Wall technology perform better and live longer with cheaper repairing costs from the Georgian team bonus. Georgian Farms have more food and gather faster if they are near a Fortified Church.
  • Cumans: Improved Palisade Walls provided by the Cuman team bonus that are repaired cheaper with the Georgian team bonus. Later on, when The Cumans research Cuman Mercenaries, the Georgian Elite Kipchaks they get occupy less population due to Aznauri Cavalry and are able to regenerate.
  • Ethiopians: Cheaper Outposts that are also cheaper to repair is a good combination. The powerful Ethiopian Archers can help the Georgians to defend against Pikemen.
  • Franks: The Franks and Georgians have a win-win synergy, as cheap Frank Castles can be repaired cheaply, and the Georgian Knight line has better Line of Sight.
  • Hindustanis: The Georgian Light Cavalry better deals with buildings.
  • Huns: The Hunnic team bonus is helpful for any cavalry civilization, enabling the player to spawn their cavalry faster.
  • Inca: Cheaper Inca fortifications can repair cheaply with the Georgians as their ally. The Georgians may cover the Inca lack of cavalry.
  • Koreans: The great Korean towers can be repaired cheaper. Georgian Villagers get better Line of Sight, something useful for spotting enemies and garrisoning early inside Fortified Churches.
  • Magyars: Fast training speed for Cavalry Archers is a great deal for cavalry civilizations like the Georgians.
  • Malay: Docks with better Line of Sight that can be repaired cheaply is a good combination on naval maps, considering the Malay can improve their Docks into Harbors.
  • Malians: Malian cheap buildings also be repaired cheaper. The Georgians have a near-complete University, so having faster research s quite helpful.
  • Maya: Mayan and Georgian team bonuses are a good combination for all the team, as all team members get cheaper walls that be repaired with less resources. The Georgians can cover the Mayan lack of cavalry.
  • Mongols: Scout Cavalry with better Line of Sight is good for the Georgians, who already have cavalry that regenerate and occupy less population space.
  • Persians: The bulky Persian Town Centers and Docks are favored by the Georgian team bonus, as they can be repaired cheaply. The Georgian Knight line perform better vs archers.
  • Poles: The Poles can accumulate stone quite fast, as they mine some gold while mining stone, so they can use the stone on fortifications that can be repaired cheaper if allied with the Georgians. The Georgians' Scout Cavalry that regenerate and occupy less population get extra attack against archers.
  • Romans: Romans Villagers are 5% better in all tasks, including repairing. This trait synergizes with the Georgian team bonus, making Roman Villagers the best repairers in the game.
  • Sicilians: The Georgian team bonus applies to the Donjon even if repaired by Serjeants.
  • Slavs: Castles and towers with Detinest changes part of their stone cost to wood, so the Slavs can place more Castles and towers. With the Georgian team bonus, those can to be repaired cheaply, saving a lot of stone. Both players get military buildings that give 5 population each, saving wood in the process.
  • Spanish: The Spanish can build faster. The Georgian team bonus lets them repair cheaper. Their trade bonus is always welcomed.
  • Tatars: The additional Line of Sight from the Tatar team bonus aids the already-good Georgian Cavalry Archers that occupy less population and regenerate.
  • Teutons: Being a defensive civilization with good towers, and Castles and Town Centers with more garrisoning room, the Georgian team bonus of cheaper repairs is welcome. The Georgians have all conversion resistance technologies, and with the Teuton team bonus, their units are harder to convert.
  • Wei: The Wei team bonus allows the powerful Georgian Cavalry to better deal with siege weapons.
  • Wu: Houses that are built faster and can be repaired cheaper is useful for quick-walls for the team.

Advantages vs other civilizations[]

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Situational advantages[]

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Strategy pages in the Age of Empires series
General
Blitzkrieg · Boom · Build order · Castle drop · Containment · Deathball · Indirect approach · Map control · Micromanagement · Rush · Sling/Springboard · Support · Tower control · Trash pile · Turtle
Age of Empires
Age of Empires Assyrians · Babylonians · Choson · Egyptians · Greeks · Hittites · Minoans · Persians · Phoenicians · Shang · Sumerians · Yamato
The Rise of Rome Carthaginians · Macedonians · Palmyrans · Romans
Return of Rome Lac Viet
Age of Empires II
The Age of Kings Britons · Byzantines · Celts · Chinese · Franks · Goths · Japanese · Mongols · Persians · Saracens · Teutons · Turks · Vikings
The Conquerors Aztecs · Huns · Koreans · Maya · Spanish
The Forgotten Inca · Indians (legacy) · Italians · Magyars · Slavs
The African Kingdoms Berbers · Ethiopians · Malians · Portuguese
Rise of the Rajas Burmese · Khmer · Malay · Vietnamese
The Last Khans Bulgarians · Cumans · Lithuanians · Tatars
Lords of the West Burgundians · Sicilians
Dawn of the Dukes Bohemians · Poles
Dynasties of India Bengalis · Dravidians · Gurjaras · Hindustanis
Return of Rome Romans
The Mountain Royals Armenians · Georgians
The Three Kingdoms Jurchens · Khitans · Shu · Wei · Wu
Age of Mythology
Greeks Greeks Hades · Poseidon · Zeus
Egyptians Egyptians Isis · Ra · Set
Norse Loki · Odin · Thor · Freyr
Atlanteans Gaia · Kronos · Oranos
Chinese Chinese
(Immortal Pillars)
Fuxi · Nüwa · Shennong
Japanese Japanese Amaterasu · Tsukuyomi · Susanoo
Chinese Chinese
(Tale of the Dragon)
Fu Xi · Nü Wa · Shennong
Age of Empires III
Age of Empires III British · Dutch · French · Germans · Ottomans · Portuguese · Russians · Spanish
The WarChiefs Aztecs · Haudenosaunee · Lakota
The Asian Dynasties Chinese · Indians · Japanese
Definitive Edition* Swedes · Inca · United States · Mexicans
The African Royals Ethiopians · Hausa
Knights of the Mediterranean Italians · Maltese