Lord Emsworth
It's not necessary to be rude, it's only a computer game.
Thanks for the defense but I don't think that Lord Emsworth was trying to be rude; I certainly did not intend to come off that way. I've always found Lord Emsworth to give great insight and information in the past. I think this is a matter of opinion and our opinions differ. I'm not opposed to having my mind changed. When a question is asked "Most useless unit" you will get a lot of answers depending on a variety of factors, all those factors (level of play, method of play, enjoyment of the game, etc) will come together to form an opinion. Sometimes we even let facts get in the way.
On to the discussion at hand. How to tackle this in a logical, readable manner.

lol: epic fail)
I'm going to take a long range shot at this first. Something I may not have made clear in my last post but which I mentioned earlier is that my problem with the WC is that it dictates a particular method and playing style to be used effectively. If that method and style matches your tastes, then it may be a great UU for you. If it does not, then it is distasteful UU. From my point of view, it is not a great UU because it is not versatile. If you are relying on this UU to make your game, then the WC dictates either a course of action or a set of 'hopes' you need to fulfill. So let's examine that.
And when it comes to a certain of liberty of being in a position to chose when exactly you want your GA, there are only a handful of UUs to match the War Chariot. There are plenty of UUs which come later and much later, while others may leave you little choice, and with yet others there may be the problem of a low attack value and finding a suitable target.
Sure, I can buy this as a factor for making it better than the worst. Along with a bunch of other AA units. Of course if you considered a despotic GA undesirable, it is a little less useful and other, later UUs become attractive. Mostly I agree with its versatility in this area because unlike the hoplite or NM, it is highly unlikely to start a GA unintentionally - which is to say you'll keep this unit far from the battlefront until it is needed for the GA and only if you remember where you parked it after building it in 2500 BC. Also, it is unlikely to kill anything on the defensive, so no worries there either. If you intend to actually use it BEFORE the AI can match it with swords and horse of their own, you've got to move fast and that dictates an early GA.
I am not sure what this is supposed to tell me. In any case the War Chariot never becomes obsolete. You can continue to build it, even if you've had your golden age.
Yes, you can even build it in the modern age. While you may be looking at this from a cash rush point of view, that is again a particular playing style/method. Otherwise I'd rather have tanks. Eventually the Chariot is obsolete. Period. Generally I would think that, except in some particular situations, they are never built once you have horsemen and swords. The problem is that the AI will have a comparable unit that is not restricted by movement relatively fast - perhaps freakishly fast at higher levels.
If the chariot had no movement restriction, I would be more favorable towards it. But the fact is that this penalty pretty much kills it on a randomly generated map. Although we are talking about the UU, it is hard not to mention the Civ Traits. Here there is some redemption because Egypt is industrial and can build the much needed roads fast. This is nice synergy, other than it dictates the use of your workers if you plan to make the UU effective.
So now is a good time to talk about the 'hopes' for this UU. On a randomly generated map, you'll need to set a clear path for the use of this UU. First, you need TW.
Please, you cannot seriously try to sell the fact that you need a resource and that you need to research one technology as a shortcoming.
Sure I can be serious about this because it dictates your opening strategy. Egypt doesnt start with the TW. The time is ticking on your WCs usefulness so you need to get moving. First, you need to either plan for TW or HOPE for it. If you plan for it, you are dictated to researching TW first. You are putting your money on this bet and you are HOPING it will pay off. Or you could HOPE that you spawn next to someone with TW or trade it. Japans not a bad choice because they have TW and a later UU. But since this is a random map, thats a pretty slim hope. Or you can HOPE to pop it from a GH; quite feasible on a lower level, not so much at the higher levels.
And while we are talking about what civs we are hoping to spawn next to, lets talk about the ones that would rather not see next to us. Rome or Persia if they find iron before we find horses. Greece or Carthage would be unhappy neighbors, particularly if they have some hill/mountainous land. The Iroquois will dominate our UU in 2 short techs. The Zulu have a unit that matches our unit attack for defense & vice versa and they can use terrain. Hittites have a better TMC. Not to mention if we take too long getting to any civ it may spell the end of our WC crusade.
You can make the argument that every civ has this same set of problems.
Name one civ for which a neighbor with a resource less, ancient age unit with a defense of 3 would not pose a problem. Maybe Persia? Can't be - the immortal needs one techs and iron.[/slight sarcasm]
You got me there, other than the fact that we are talking about the UUs effectiveness. If I spawn next to these neighbors, my more versatile or later UU never needs to face these units on an uneven playing field. My entire plan doesnt suddenly collapse. In other words, Egypts UU does not equip it to deal with these early threats any better than a Civ without the WC. All you can is HOPE, like we all do, that they are not your next door neighbor. There is no planning around that fact in the random game.
The difference between Persia, Rome or the Iroquois is that their unit has some staying power. You have time to find iron/horses and then they are effective for much longer than the WC. If the tech pace is fast, they will likewise have the UU usefulness reduced, but if the tech pace is slow then it will seem as if Immortals, Legions and MW are around FOREVER. Oh, they dont need a legion of workers to make a road to cross over a mountain.
Lets move on. Next, you cant even see horses until you have accomplished the above task. So you need to HOPE youve got horses nearby. While nearby horses in and of themselves usually dictates worker movements (i.e., hey, road TOWARDS the horse, idiot workers!), it now becomes a mandate. Another dictation.
Okay, youve got TW and youve found horses and you are ready to spit out WC at the nice price of 20 shields, which actually isnt bad, another redeeming quality. In the meantime, your scouts had better not report that you are facing any significant terrain obstacles between you and victims. In spite of the fact that chariots are never obsolete as far as Cleopatra is concerned, there is a practical point when the rest of the world laughs when they appear. It can be argued when the cutoff point is, but surely by the time of pikes and knights the going is going to be a little rough. So youve either got to road through it (work demands) or ship around it (building demands).
So if you consider all of this to be only 1 disadvantage, then I guess the WC is the UU for you. For me, no thanks. This is sort of like the Socratic Republic. Its a great place to live
IF EVERYTHING is working the way it should. Short of that, its a nightmare. Unfortunately the HOF games are deceptive. You are showing Darksi the Socratic Republic.
As I said before, yes, it
can work. Im sure we can find something for the F-15 to do while we are at it. Okay, that might be going a little too far.
