Georgians — Counters & Civilization Overview

How to play against the Georgians — plus bonuses, unique units, unique techs and the full tech tree.

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Georgians emblem

The Georgians are a Defensive and Cavalry civilization in Age of Empires 2. Their unique unit is the Monaspa. Below: what counters the units they bring, where their tech tree runs out, and the full civilization overview. Jump to the Georgians tech tree.

How to counter the Georgians

Their unique and regional units are the part of the matchup a generic army does not prepare you for. Hard counters beat the unit decisively and win even at a cost disadvantage — usually through bonus damage, area damage, conversion or a speed advantage it cannot escape. Soft counters win the fight too, but only with good numbers and positioning.

Monaspa Castle Age · Castle

Georgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line un…

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What the Georgians are strong against

The other side of the matchup: these are the fights their own units are built to win. Walking one of these into them plays to their strengths.

What the Georgians cannot answer

Every civilization is missing something. What matters in a match is which of those gaps you can actually attack. Below are the Georgians gaps that change how a fight plays out — the economic ones are left out on purpose.

Mounted units

  • Paladin — Their heavy cavalry stops at the Cavalier — no Paladin, so it stays noticeably softer and your Halberdiers keep the upper hand in Imperial.

Gunpowder

  • Bombard Cannon — No Bombard Cannon — they have no gunpowder siege at all. Your own Bombard Cannons out-range every siege unit they can field except the Trebuchet.

Blacksmith and unit upgrades

  • Arbalester — Their Archer line stops at the Crossbowman — no Arbalester, so their massed archer fire stays a tier behind yours in the Imperial Age.
  • Thumb Ring — No Thumb Ring — their archers fire slower and miss more, so your units take fewer hits crossing the open ground towards them.
  • Ring Archer Armor — No Ring Archer Armor — their archers keep Castle-Age armour, so your own archers and Skirmishers out-trade them in Imperial.

Monastery and conversion

  • Atonement — No Atonement — their Monks cannot convert yours, so your Monks win the Monastery duel by default.
  • Illumination — No Illumination — their Monks recover slowly after a conversion, so the second one never comes quickly.

Defensive buildings

  • Bombard Tower — No Bombard Tower — their towers never become gunpowder towers, so your siege can set up against a tower line instead of being shelled off it.
  • Heated Shot — No Heated Shot — their towers and Castles have no bonus damage against ships, so a shore landing stays safe for longer.

Navy

  • Carrack — Their Hulk line stops at the War Hulk — no Carrack, so their close-range warships lose the melee fight against a fully upgraded fleet.
  • Siphons — No Siphons — their Fire Ships never gain the explosive charge attack, so they close on your fleet with nothing but their standard attack.
  • Incendiaries — No Incendiaries — their Fire Ships simply sink instead of detonating, so killing one costs your fleet nothing extra.
  • Heavy Demo Ship — Their Demolition Ships stay at the base tier — no Heavy Demo Ship, so one detonation no longer wipes a group of your warships.
  • Elite Cannon Galleon — Their Cannon Galleons stay at the base tier — less range and damage than the Elite version.
  • Dry Dock — No Dry Dock — their ships stay a pierce armour short, so your own warships and shore towers cut through them faster.
  • Carvel Hull — No Carvel Hull — their ships move at base speed, so they cannot disengage from your fleet or reach a landing before you do.
  • Shipwright — No Shipwright — their warships cost more and build slower in the Imperial Age, so a replaced fleet comes back later than yours.

Everything the Georgians do and do not have, unit by unit, is in the Georgians tech tree further down.

Georgians: Civilization and Team Bonuses

Civilization Bonuses

  • Start with a Mule Cart
  • Units and buildings receive -15% damage when located on higher elevation
  • Mounted Units regenerate 2/8/14 HP per minute in Feudal/Castle/Imperial Age
  • Fortified Churches provide Villagers in a 9 tiles radius with +10% work rate

Team Bonus

Building repairs cost -25%

Unique Units

Unique Technologies

Svan TowersFortifications +2 attack; Watch Tower-line deals pass through damage
Aznauri CavalryMounted Units take -20% population space

Georgians Tech Tree

The full Georgians tech tree in Age of Empires 2 — every unit, upgrade and technology they can research, and everything they cannot. Units are shown as their upgrade lines, followed by the technologies available at each building. Greyed-out entries are missing from the Georgians tech tree.

Barracks

  1. Militia D
  2. Man-at-Arms F
  3. Long Swordsman C
  4. Two-Handed Swordsman I
  5. Champion I
  1. Spearman F
  2. Pikeman C
  3. Halberdier I
  1. Arson F
  1. Gambesons C
  1. Squires C

Archery Range

  1. Archer F
  2. Crossbowman C
  3. Arbalester I
  1. Skirmisher F
  2. Elite Skirmisher C
  1. Cavalry Archer C
  2. Heavy Cavalry Archer I
  1. Hand Cannoneer I
  1. Thumb Ring C
  1. Parthian Tactics I

Stable

  1. Scout Cavalry F
  2. Light Cavalry C
  3. Hussar I
  1. Knight C
  2. Cavalier I
  3. Paladin I
  1. Bloodlines F
  1. Husbandry C

Siege Workshop

  1. Battering Ram C
  2. Capped Ram I
  3. Siege Ram I
  1. Mangonel C
  2. Onager I
  3. Siege Onager I
  1. Scorpion C
  2. Heavy Scorpion I
  1. Siege Tower C
  1. Bombard Cannon I

Castle

  1. Monaspa C
  2. Elite Monaspa I
  1. Petard C
  1. Trebuchet I
  1. Svan Towers C
  1. Aznauri Cavalry I
  1. Hoardings I
  1. Conscription I
  1. Sappers I
  1. Spies/Treason I

Dock

  1. Fishing Ship D
  1. Transport Ship D
  1. Fire Galley F
  2. Fire Ship C
  3. Fast Fire Ship I
  1. Galley F
  2. War Galley C
  3. Galleon I
  1. Hulk F
  2. War Hulk C
  3. Carrack I
  1. Demolition Raft F
  2. Demolition Ship C
  3. Heavy Demo Ship I
  1. Trade Cog F
  1. Cannon Galleon I
  2. Elite Cannon Galleon I
  1. Fishing Lines F
  1. Medium Warships C
  2. Heavy Warships I
  1. Gillnets C

Fortified Church

  1. Monk C
  1. Fortified Church C
  1. Devotion C
  2. Faith I
  1. Redemption C
  1. Atonement C
  1. Herbal Medicine C
  1. Heresy C
  1. Sanctity C
  1. Fervor C
  1. Illumination I
  1. Block Printing I
  1. Theocracy I

Blacksmith

  1. Padded Archer Armor F
  2. Leather Archer Armor C
  3. Ring Archer Armor I
  1. Fletching F
  2. Bodkin Arrow C
  3. Bracer I
  1. Forging F
  2. Iron Casting C
  3. Blast Furnace I
  1. Scale Barding Armor F
  2. Chain Barding Armor C
  3. Plate Barding Armor I
  1. Scale Mail Armor F
  2. Chain Mail Armor C
  3. Plate Mail Armor I

University

  1. Masonry C
  2. Architecture I
  1. Fortified Wall C
  1. Ballistics C
  1. Guard Tower C
  2. Keep I
  1. Heated Shot C
  1. Murder Holes C
  1. Careening C
  2. Dry Dock I
  1. Clinker Construction C
  2. Carvel Hull I
  1. Siphons C
  2. Incendiaries I
  1. Treadmill Crane C
  1. Chemistry I
  2. Bombard Tower I
  1. Siege Engineers I
  1. Arrowslits I
  1. Shipwright I

Market

  1. Trade Cart F
  1. Caravan C
  1. Coinage C
  2. Banking I
  1. Guilds I

Mill

  1. Horse Collar F
  2. Heavy Plow C
  3. Crop Rotation I

Town Center

  1. Villager D
  1. Feudal Age D
  2. Castle Age F
  3. Imperial Age C
  1. Loom D
  1. Town Watch F
  2. Town Patrol C
  1. Wheelbarrow F
  2. Hand Cart C

Mule Cart

  1. Mule Cart D
  1. Gold Mining F
  2. Gold Shaft Mining C
  1. Stone Mining F
  2. Stone Shaft Mining C
  1. Double-Bit Axe F
  2. Bow Saw C
  3. Two-Man Saw I

D Dark F Feudal C Castle I Imperial · struck through = not available for the Georgians

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Frequently Asked Questions

How do you counter the Georgians?

The Georgians field Monaspa. Pikeman and Camel Rider counter most of what they build. Their tech tree also leaves out Paladin, Bombard Cannon and Arbalester.

What is the Georgians tech tree missing in AoE2?

Their heavy cavalry stops at the Cavalier — no Paladin, so it stays noticeably softer and your Halberdiers keep the upper hand in Imperial. No Bombard Cannon — they have no gunpowder siege at all. Your own Bombard Cannons out-range every siege unit they can field except the Trebuchet. Their Archer line stops at the Crossbowman — no Arbalester, so their massed archer fire stays a tier behind yours in the Imperial Age.

Which units do the Georgians have that other civilizations do not?

Monaspa: Georgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line un…

Not sure what counters this unit?

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