just out of my mind, now that cabert used the crossbowman in his explanation.
is there REALLY a situation where producing them is really useful? i never use crossbowmen in my games, but maybe i just don't know the best way to use them. this goes for musketmen too, and a few other units i dont remember right now.
When you think of units, think in terms of their counters--the unit that will most effectively take them on during combat and most likely win. Crossbowmen have a +50% bonus versus Melee units, making them a very effective counter against one of the best units of the medieval era, the Maceman. Since Crossbows can fortify and take advantage of defensive terrain, this makes them even more effective. In fact, they are only truly vulnerable to either (a) Trebuchets, and then only if they're in a city; and (b) Knights, which is the Crossbow's counter, with its advantage in strength and immunity to the X-bow's first strikes.
That being said, I don't make extensive use of Crossbowmen. I like to have a few around, some with the stack as protection from melee units (they'll also absorb attacks from Pikes, Axemen, Swordsmen, and Spearmen, as well as Macemen) and as defenders in a new city I've captured. Thus, I usually give them Combat I/Shock or City Garrison promotions. I don't find first strikes to be all that effective, but then I tend to use X-bows defensively rather than offensively.
another thing: the 10% city attack bonus of certain units (i.e. swordmen) is really worth the extra
cost? I mean, are they really THAT useful when atacking cities? how does this bonus work? in the early game, I usually stick with axemen, because they are cheaper, but mostly because the A.I. seems to rely a lot in defending cities with melee units...
Based on my own experience, definitely. Remember that swords also get 1 more strength point than Axes as well, and if you have barracks, they can get CRI for another +20% bonus when attacking cities. In an era where strength points are quite low, and the AI is likely defending itself with Archers, and your own production is so tight that you just don't have enough Catapults (assuming you've researched Construction). Just remember that Swords are p***-poor defenders, so bring along some Axes and Spears for that purpose.
the false last one: how do you, fellow experienced players, quickly raise an unit level to six, to build the west point?
Simple: combine your first Great General with one unit as a Warlord. My own preference here is to use a mobile units (such as a Chariot) that has at least 6 XPs, with Combat I and Medic I promotions. I then give the unit Medic II, Medic III, and Morale so I have a M*A*S*H unit. It makes a huge difference in terms of how fast my veterans recover from battles.
the true last one (heh): i just got my hands on warlords. there is something i dont seem to understand... acording to civilopedia, great generals are created when a civilization reaches a certain amount of "battle" experience points. but what determines in which city the g.g. will apear? and where is shown (if there is) the amount needed/ already acumulated to create the next one?
I believe the city is chosen at random, though there does seem to be more weight given to your oldest cities. If you go to the military advisor (F5, IIRC), the bar at the bottom of the screen shows how close you are to getting your next GG (hover the mouse over the bar to see the exact numbers).