Military Units and Armies
I've changed my mind many times in deciding what units are best for what situation and I've seen people use units to good effect I would never have thought to use. The point is ALL units have a good use, although some may seem very weak or too expensive. Keep your options open.
Flanking units will kill almost any other units of the same age when they're grouped together. Knights, Cavalry, Tanks, Fusion Tank. Units that can defeat stacked flankers are often too slow to defend a wide area. Fast moving bombard units (Ship of the Line, PT Boat, Bomber.) are also useful for softening stacks.

Keep cheap support, long vision units like Warriors or Archers along your border to see enemies approaching, perhaps spies later to see other spies and see farther. Keep military units not in use
inside cities until you need to move them for attack or defence, this will reduce war discontent and keep happiness as high as possible in your cities.
All units have supports costs roughly "build cost divided by 100", this is another important factor to deciding which units are better than others, because the more support your empire is carrying towards units, the slower the build time for more units afterwards. Support costs are taken from your empire's overall production, so if you have 10% unit support, all things being built in cities will be built 10% slower. Take this into account when deciding to build units and what their use will be, short or long term deployment.
Ground Units
Name Att/Def/Ran Damage Armour Moves Vision Cost Support
Warrior 10/10/0 1 1 1 2 150 1
Used for early ruin finding and because they have the lowest support cost, they are good to keep for martial law units. Also useful as lookouts on the borders of your empire.
Archer 10/10/20 1 1 1 2 150 1
If you have Ballistics advance then build Archers instead of Warriors, they cost the same. Stack with an equal amount of (or more) Hoplites to make sure Archers are always on the back row, where they are most powerful.
Hoplite 10/15/0 1 1 1 1 175 1
Pair with Archers as soon as possible.
Samurai 20/10/0 2 1 2 1 460 5
(Special Forces) Samurai look a lot better than Hoplites, but they are not so good. Samurai have 2 damage and 2 movement yes, but they only have 1 vision, which is pretty useless if you want to approach the enemy undetected. OK so we can stack them with Archers to give the stack more vision, but then they can only move 1 square a turn. On top of this Samurai uses 5 support, which is a lot to pay in the ancient age and cost more than 1 Archer and 1 Hoplite together to build, and those 2 will often beat a lone Samurai. For these reasons Samurai are not best used en mass or with slower units.
Mounted Archer 10/10/20 1 1 3 2 340 3
They are the first real fast unit so you'll want plenty of Mounted Archers as soon as possible, to respond to any threat and scout the area for the enemy. Try to avoid using them on forest/jungle or any 2 or more movement terrain, because they have 3 movement you'll lose 2 move points each turn on 3 movement terrain, unless it has a road obviously.
Catapult 10/10/30 2 1 1 2 740 8
As I said above on this page, powerful units       are really handicapped by their speed, and speed is very important. We can       see catapults cost as much as Knights, but a Catapult's real strength is       with bombarding and playing behind the MUCH cheaper Pikeman. If you want       to get any value from these units, you've got to make sure they're in the       right place at all times with Pikeman. If you have lots of Knights you can       react within a large radius if you have roads especially, but if you have       Catapults and Pikeman you need to be confident that where you're       defending/attacking is the right place to be, because you'll get no time       to change plans.
Pikeman 25/10/0 2 1 1 1 380 4
The real hidden (or not so hidden) value with       Pikeman is their cost/support and their bonus versus mounted units, like       Knights and Mounted Archers. As said above its important you have them       backed up with Catapults, this combination will often beat Knights/Mounted       Archers and its a lot cheaper. But as said you need to have them ready in       the right place at all times. An example of a good Pikeman/Catapult       position is a tiny island with 2 or 3 cities, if you have roads between       those tight cities you can easily defend any attack from Knights of equal       numbers. Another good example is your city built on a bottleneck, if they       attack with Pikeman/Catapult they will spend a turn waiting next to your       city, which gives you a free bombard, if they use Knights/M. Archers you       will have a stronger stack.
Knight 25/15/0 2 1 4 2 740 8
(Special Forces) (Flanker) The first       flanking unit and the first 4 movement unit, a combination that hasn't       been seen in warfare up to this point in the game. This makes it very       important to build Knights as soon as possible for several reasons.       Firstly use them to quickly defend large areas of your empire, more       efficient than placing Hoplite/Archers everywhere and a lot stronger.       Secondly explore unknown territory/tipping huts faster than any other       unit, especially now through forest/desert and other 2 movement terrain. Thirdly, landing them on an       (unsuspecting) enemy's island, they may well have Knights too but if you       go for their smaller cities there is a good chance you can disband it       before they can take the city back.
Infantryman 25/35/10 3 1 2 2 1000 10
The first big problem with Infantryman is their       cost, the jump from Knights which cost 740 to 1000 is quite a large jump       at this stage of the game, when cities no longer grow at the same pace as       when you got Knights, at least not until you have many farms or advanced       farms, but by this time you may have the superior Cavalry or Fascist. The       second problem is they have 2 movement, when you may have been grappling       in war for 50 turns with 4 movement Knights its not so attractive to slow       down your attack or defence capability just for extra strength, in fact id       call it suicide to convert to building Infantryman over Knights in the       middle of a war. However its always good to have options, for example       Knights can't travel over mountains, and you may need a strong unit to go       there.
Fascist 25/35/15 3 1 2 2 1000 10
Cavalry 35/20/20 3 1 4 2 1200 12
(Flanker)
Cannon 10/15/50 3 1 2 2 1200 12
Machine Gunner
Artillery
Tank
(Flanker)
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