My settings are 3-player Multiplayer, Emperor difficulty, and Rollercoaster speed.
In the Ancient era, I usually prefer to compose most of my army with Skirmishers (plus a few Chariots for Mobility III if I have horses). Since Skirmishers have an inherent advantage when attacking in almost all Ancient era field combat situations, they are excellent for intercepting enemy stacks.
However, due to the nature of MP, there are times when you need to wage war beyond just stopping a neighbor's invasion. In these cases, I have always used Warbands.
I already have the most expensive components, the Skirmishers and Chariots, as a standing army. If I judge that war is necessary, I simply stop production in all cities and simultaneously produce only 5 Rams and Warbands.
19 Warbands is the maximum number fit for a stack, though in practice, I may produce fewer or more. I produce as many as I deem necessary to capture the target city. It is convenient because I can calculate this using the F5 deployment screen without counting them one by one. Any units exceeding the stack limit are formed into an 8-unit support stack and moved together. If I don't have horses, the siege stack becomes 5 Rams + 3 Skirmishers + 6 Warbands, resulting in more support stacks. Having horses is much more convenient as it allows for better consolidation.
This severely hurts my finances, but actually, I use Warbands precisely for that reason. Warband spam is a gold-fueled strategy that suits my commerce-focused playstyle. Although it burns through cash, I can leverage my strong economy to sustain the deficit just long enough to secure a quick, inevitable victory.
Since I produce a sufficiently large number, I end up with quite a few surplus Warbands after taking the target city, but personally, I don't consider this a waste. Since this is MP with other players, if a perfectly planned war goes wrong due to Bad RNG, we cannot reload the turn. It is better to prepare ample troops and treat them as an insurance premium against contingencies.
Also, I believe that military superiority turns an AI whose defense has been decimated into a compliant AI that easily agrees to peace negotiations. The 15 turns provided by a peace treaty is a very long time in Rollercoaster speed, so achieving the objective quickly and ending the war early is extremely valuable. The gold from capturing the city and the small amount received during peace negotiations are minor, but they cover this insurance premium.
Once the peace treaty is signed, I disband all but about 5-6 of the Warbands used in the war, and usually disband all Rams without exception. In version 3.72 which I used to play, if I used a General on a stack of 1 Skirmisher and 5 Rams to give them 5 XP, I could get Rams with the city bombardment promotion. I used to keep those reinforced Rams because it felt wasteful to disband them. In version 3.8, the City Bombardment promotion was changed to be easily obtainable, so I would likely disband all of them after the war.
Regarding the economy, contrary to concerns, there were no major issues. In the MP sessions I participate in, players don't wage war directly against each other; we play on a large map, and the session ends if one of the three takes significant losses or falls far behind (those who want to retire do so, and those who want to continue do so). I have never caused a session to end due to a failed war or failed post-war recovery.
I always prefer to Overexpand and grow many Cottages in the Ancient era. This is likely because if I have already Overexpanded, I stick to defensive wars without invading the AI, and I only wage offensive wars when I haven't been able to Overexpand.
The influence of Suleyman Kanuni, the leader I mainly play, also plays a part. Since he receives +1 Food and +1 Hammer in the city center, I can assign citizens to work more cottages instead of mines and farms. His Legislator trait also reduces Civic upkeep and allows for cheaper Courthouses, making him very powerful for this playstyle.
Also I personally consider the Axeman to be a unit with poor performance.
Even though Axemen have excellent odds when attacking cities, the reasons I think they are bad are as follows:
* They are expensive.
The base cost is double that of a Warband, and since they require a Bronze Smith as a prerequisite building, they are too expensive to produce in small numbers, and their scaling cost is also high at 15%, making them too expensive to mass-produce. They are pricey, but they only perform exactly as much as they cost.
* They are bad at receiving support bonuses.
For an Axe (Str 5) to receive the Tier 3 bonus, the total strength of the support class must exceed 10. Even if you gather the maximum limit of 5 Rams (Str 2), the total is exactly 10. It does not exceed 200%, so they cannot trigger Siege III.
Recon III also requires at least 4 Skrs (Str 3). However, composing a stack this way raises the logistics penalty by 2 tiers, meaning the combat strength lost is greater than the bonus gained.
* They are weak in Field combat.
If an Axe is attacked by a Chariot on flat terrain, its survival rate is 27%, and if attacked by a Skirmisher, its survival rate is only 23% regardless of terrain. They are too expensive to lose like that, so an Axe stack requires support troops to protect the Axes.
* In war, you already have Siege units to escort.
If the defender has sufficient troops prepared, it is impossible to capture a city without reducing its defense using Siege units.
Since the goal of an invasion war is to capture the city, failing to protect the Siege units results in an automatic defeat for the attacker.
However, Siege units have much lower combat strength than other units of the same era, requiring escort troops. In Field combat, they only take up supply slots and increase Logistic problems, weakening the stack's combat strength.
Using Axes feels like adding more baggage to protect, further weakening the stack's combat strength. Having to provide a separate escort force is also a burden.
Warbands are very effective for city sieges, but they simultaneously serve the role of protecting the Rams with their numbers. I think this is the biggest difference from Axes, which require separate escort units.
Utility of Warbands: If a Warband is attacked by a Chariot on flat terrain, its survival rate is only 9%, and if attacked by a Skirmisher, its survival rate is only 14% regardless of terrain. They are even weaker than Axes. However, Warbands are cheap, moderately strong, and good for mass production.
Although Doomstack operations have become trickier in RI, the core combat mechanism of Civ4 remains: attacking with a force that has a 30% win rate but double the defender's numbers ultimately yields a higher win rate than attacking with a force that has a 90% individual win rate.
Warband has a base cost half that of an Axe, and unlike the Axe which has +15% scaling, it has only +3%. The point is, replacing every slot an Axe would take with 2 Warbands is much more effective than using Axes.
The convenient thing about Ancient warfare is that once you have a sufficient army as the attacker, variables disappear, and all defending troops can be traded efficiently by paying with Warbands.
If the defender has no Composite Bows, you only need to pay 0.5 Warbands per defending unit, so you can safely suppress the city with double the numbers.
If the defender has Composite Bows, you have to pay 1.5 Warbands for each one, and 2.5 if the city is on a hill. It gets a bit more expensive, but if you have 'Melee Tradition,' you can handle it at a much more reasonable price.
One trick is that if you throw a skirmisher as bait into a forest 2 tiles away from the city during a siege, you can often lure out a Composite Bow.
Situations occasionally arise where this allows you to capture a city one turn earlier—a city that would otherwise require waiting for the support Warband stack to arrive.
Cross the border on the turn war is declared, move the stack adjacent to the city on the next turn, and on the third turn, remove city defenses, annihilate the defenders, and capture the city.
If you overwhelm the defender with numbers and start the war, this sequence of events is a fait accompli.
Afterward, negotiate peace and disband the useless troops. Depending on the AI, there were cases where they wouldn't agree to peace immediately even after their defense force was decimated. However, if I took action to heal the wounded Warbands and move toward the next city, they became compliant without exception.