|Introduced in||The Conquerors|
|Research time||40 seconds|
|Effect||Huskarls can be trained at Barracks|
Researching Anarchy is recommended for Goth players, as Barracks are cheaper and quicker to build than Castles thus allowing for quickly established forward bases for Huskarl creation. When coupled with the other Goth unique technology (Perfusion) and their team bonus (Barracks work 20% faster), Goth players can build several Barracks around an enemy base in order to quickly produce intimidating armies of Huskarls.
Team bonuses Edit
The Goth tribal system worked well for a society that seemed always on the move, fighting here and settling there, but never for long in either case. Their flexibility meant they could appear suddenly and without warning, and vanish just as quickly. Their armies were never the best equipped because they lacked any permanent industry, but no one felt safe if they were even rumored to be on the move.
|Garland Wars | Yeomen | Logistica | Furor Celtica | Rocketry | Bearded Axe | Anarchy | Perfusion | Atheism | Kataparuto | Shinkichon | El Dorado | Drill | Mahouts | Zealotry | Supremacy | Crenellations | Artillery | Berserkergang|
|Atlatl | Warwolf | Greek Fire | Stronghold | Great Wall | Chivalry | Marauders | Andean Sling | Couriers | Sultans | Shatagni | Pavise | Silk Road | Yasama | Panokseon | Mercenaries | Recurve Bow | Obsidian Arrows | Nomads | Boiling Oil | Madrasah | Orthodoxy | Druzhina | Inquisition | Ironclad | Sipahi | Chieftains|
|The African Kingdoms|
|Kasbah | Maghrabi Camels | Tigui | Farimba | Royal Heirs | Torsion Engines | Carrack | Arquebus|
|Rise of the Rajas|
|Howdah | Manipur Cavalry | Tusk Swords | Double Crossbow | Thalassocracy | Forced Levy | Chatras | Paper Money|