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 will 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).
Advantages vs other civilizations[]
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Situational advantages[]
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