The Dock gets a decent line, making the Goths very capable on the water, only missing the Dry Dock upgrade. From the Siege Workshop the Goths miss the Siege Onager and the Siege Ram. Unlike their neighbors, the Teutons, they receive the Light Cavalry, an upgrade to the Scout Cavalry. Their Cavalry misses the Paladin upgrade, Camels and Plate Barding Armor, but Blast Furnace and the other the Stable upgrades are ready for research. Unlike their Central European neighbors, the Teutons and the Vikings in Age of Empires II, they have the Heavy Cavalry Archer upgrade, faring better than the two civilizations' Cavalry Archer. Their Archery Range lacks Arbalest and Thumb Ring, but all the Blacksmith upgrades are available. It is advisable to create as many Huskarls as possible when playing as the Goths. So, it is advised if playing as the Goths to advance to Imperial as fast as possible, to gain advantage of the technology as well as to let go of the Goth's early game weakness.
With both of these technologies, Huskarls can be created very quickly. In the Imperial Age they can research another unique technology: Perfusion, which allows all Barracks units to be created 50% faster. Their unique unit is the Huskarl, a quick infantry unit with a pretty high attack and arrow resistance, which is usually created from the Castle however after The Conquerors expansion pack, they can research their unique technology Anarchy in the Castle Age, which allows Huskarls to be created from the Barracks.
They have the following bonuses to infantry, their infantry is much cheaper, have +1 attack bonus versus buildings and fast creation. The Goths have an excellent Barracks line, with Champion and Halberdier plus all the upgrades from the Barracks available and all upgrades from the Blacksmith except Plate Mail Armor. The Goths are an Infantry civilization, as a result, infantry is the way to go since the Goths' advantages predominantly focus on their remarkably good Infantry.