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Georgians

Georgians

DefensiveCavalry

Start with a Mule Cart

Tech treeCompare civs
Bonuses

4

Unique units

2

Unique techs

2

Tech gaps

48

Civilization bonuses

Straight from the in-game civilization description

Start with a Mule Cart

economic

Units and buildings receive -15% damage when located on higher elevation

defensive

Mounted Units regenerate 2/8/14 HP per minute in Feudal/Castle/Imperial Age

defensive

Fortified Churches provide Villagers in a 9 tiles radius with +10% work rate

economic

Team bonus

Building repairs cost -25%

Unique units

Trained only by Georgians

Monaspa

UniqueCastle

Georgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

70 HP · 12 atk · 3/2 armor

Elite Monaspa

UniqueImperial

Georgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

Unique technologies

Researched at the Castle

Svan Towers

Castle

Fortifications +2 attack; Watch Tower-line deals pass through damage.

300F200G

Aznauri Cavalry

Imperial

Mounted Units take -20% population space.

550F250

Tech tree gaps

35 units and 13 technologies other civs have

Missing units

ArbalesterArmored ElephantBattle ElephantBombard CannonCamel RiderCarrackCatapult GalleonChampi RunnerChampi ScoutChampi WarriorDromonEagle Scout

80 HP · 14 atk · 5/2 armor

G
+23 more

Missing technologies

AtonementBombard TowerCarvel HullDry DockGold Shaft MiningHeated ShotIlluminationIncendiariesRing Archer ArmorShipwrightSiphonsThumb Ring+1 more