Sorry for not replying to my own thread, busy with holiday stuff. Glad to see we've finally got a 1-10%er.
I don't think archers are useful against barbs on an average sized map (fractal med. seas). The ultimate goal is to fogbust the barbs out of existence and the longer you delay the more complications arise: spears/axes/pillaging/barb cities/galleys. Any unit can fogbust so why pay more than the 15 hammers for warriors and scouts.
I'm not relying on barbs never reaching cities. I fogbust what I can, then brace for impact in cities ~t40 and then aggressively finish fogbusting my area by ~t50.
Warriors get an extra +25% city defense bonus, so they're getting ~80%+ odds while archers get ~95%+ odds in those barb wave fights. There's not going to be enough fights for archers to pay off hammer-wise. Archers aren't better at reaching fogbust positions once you compare them to 2 warriors instead of to 1 warrior.
There's room for a spear to get out if I'm unlucky (late barb attack trigger + early spear spawns) but it's rare. And while I'd prefer to line up archers against spears, a single spear does not justify the beaker cost of archery - just bring extra warriors for insurance.
I gave the archer approach a shot in the past, but found that after redoubling my barb technique, warriors/scouts led to better and safer results. I generally opt to avoid fights "in the wild" unless I get very good odds. The worst "disaster" I had was a recent game with a double spear spawn (t48 and t51) both charging cities..... but then they both lost their first fight to a warrior
I think archery is a trap that inherently leads to slower fogbusting which leads to worse barb situations that then seemingly justifies the use of archers.
There's also a danger in ever trusting a single unit to defend a city.
I think stuff like holkans/dogs are only a little helpful. I think chariots are bad because they're weak to the key danger unit, a spear, and they don't get def bonuses. Axes can be useful from an upkeep management perspective and at least consistently stop pillaging, but you have to weigh the other barb complications if you're trying to get by without full fogbusting.
Granted I'm going to be less consistent at stopping spears from spawning on certain map scripts/low seas isolation, which is why I stated my settings and gave that 1-10% poll option for those who play with random seas. Still, archers only save cities, they don't fundamentally solve the problem on those maps where fogbusting is hard and expensive and not fogbusting leads to pillage risk, barb cities and galleys. Without something like copper those games don't feel fair so I don't like playing them. These are virtually never the games people are showcasing though (and you can check map size at start), so it seems like a bit of a straw man excuse for going archery.