Here's some of my favorite choices. I'll only discuss the first two promotion, as it is practically impossible to mass produce 10xp units early on.
Scout
Combat I + Medic I: Greatest battlefield medic unit. Since it has lowest strength, it won't be touched before all of the stack are down.
Warrior
Combat I + Medic I: Same as above. It has higher strength than scout, sure, but to get a 5xp scout is much harder than to get a 5xp warrior. Moreover, with agressive leaders, it can be promoted directly to Combat I + Medic II with 5xp, while scout need 10xp, which is almost unachievable.
Woodsman II: Super scout.
Combat II: Default choice. City raider is useless because you won't use warrior to attack cities. Combat I + Cover may be good, but if you need to fight against an archer, an archer or a better unit is more appropriate. Same goes for Combat I + Shock or Combat II + Formation with agressive leader.
Archer
Guerilla II: True guerilla. Rules on hill offensively and defensively.
Combat I + Shock: Worked for resourceless civ. It'll still be slaughtered by axeman or swordsman, but it at least has a chance to fight back.
Combat II: Default choice. Drill is usually a waste, as archer has lowest strength for a "real" military unit, so that first attacks don't worth much for them. And horse archer are immune to first attack anyway. City garrison looks good, but you often need to counter attack, where it doesn't help at all.
Spearman
Combat II: Only makes sense this way. If you want to fight against anything other than mounted units, why not train an axeman instead? With aggressive leader, Combat II + Formation is obvious.
Axeman
It is the main unit of ancient era. Any promotion seems appropriate. The only exception may be Combat II + Formation. That is spearman's role.
Swordsman
Same as axeman.
Chariot
Flanking II: Since it has lower strength than spearman, axeman, swordsman, or even an archer defending anywhere except on plain ground, it is good to have extra withdrawal chances.
Combat II: If your opponent relies heavily on melee units, Combat I + Shock works as well.
Horse Archer
Combat II: As the strongest attacker and pillager of ancient era, withdrawal chances worth a bit lesser. So Flanking II doesn't get top priority. If the opponent relies heavily on melee units, Combat I + Shock is a good alternate.
Scout
Combat I + Medic I: Greatest battlefield medic unit. Since it has lowest strength, it won't be touched before all of the stack are down.
Warrior
Combat I + Medic I: Same as above. It has higher strength than scout, sure, but to get a 5xp scout is much harder than to get a 5xp warrior. Moreover, with agressive leaders, it can be promoted directly to Combat I + Medic II with 5xp, while scout need 10xp, which is almost unachievable.
Woodsman II: Super scout.
Combat II: Default choice. City raider is useless because you won't use warrior to attack cities. Combat I + Cover may be good, but if you need to fight against an archer, an archer or a better unit is more appropriate. Same goes for Combat I + Shock or Combat II + Formation with agressive leader.
Archer
Guerilla II: True guerilla. Rules on hill offensively and defensively.
Combat I + Shock: Worked for resourceless civ. It'll still be slaughtered by axeman or swordsman, but it at least has a chance to fight back.
Combat II: Default choice. Drill is usually a waste, as archer has lowest strength for a "real" military unit, so that first attacks don't worth much for them. And horse archer are immune to first attack anyway. City garrison looks good, but you often need to counter attack, where it doesn't help at all.
Spearman
Combat II: Only makes sense this way. If you want to fight against anything other than mounted units, why not train an axeman instead? With aggressive leader, Combat II + Formation is obvious.
Axeman
It is the main unit of ancient era. Any promotion seems appropriate. The only exception may be Combat II + Formation. That is spearman's role.
Swordsman
Same as axeman.
Chariot
Flanking II: Since it has lower strength than spearman, axeman, swordsman, or even an archer defending anywhere except on plain ground, it is good to have extra withdrawal chances.
Combat II: If your opponent relies heavily on melee units, Combat I + Shock works as well.
Horse Archer
Combat II: As the strongest attacker and pillager of ancient era, withdrawal chances worth a bit lesser. So Flanking II doesn't get top priority. If the opponent relies heavily on melee units, Combat I + Shock is a good alternate.
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