Follow-up: It seems Trained Dogs (Canines?), Guides (Explorers?), and Hunters are not able to be split/merged. I think I read in one of your information posts that this would also apply to units such as Strike Teams, Criminals, War Cats (Felines?), and units that produce property effects. Are Ruffians, Tamed Animals, or any other groups also included? Just looking for general rules-of-thumb for what to expect going forward.
Correct. Vision, stealth and property management factors are the main reasons to deny units the ability to merge or split.
What does the Surprise status do (+1 stealth defense)? So far, I've been toggling it on for all my units, since it doesn't seem to have a downside... but I feel I may be missing something, since it isn't toggled on by default (at least for most units). For my Hunter/Guide groups, I remove Standout and toggle that on, but when I automate hunt, the Guides turn Standout back on automatically. My hope was that I would be able to hunt while invisible (in forests) to the combat-barbarian units (spears/axes/slingers), but this doesn't seem possible (maybe it isn't practical anyway... I'm still not very familiar with how the combat mods work).
Aside from noting that the combat mods are designed with anti-automation in mind (making you WANT to not automate and get into the feel of role-playing each unit being the goal) the reason that the guides (recon) are doing this is because they figure their role is to be a decoy defender - to get the attention of anything that would attack and draw them away while they try to escape. They assume that you may end up escorting subdued animals, captured workers or captives, or may even have a Great General out with your hunting party, and something defensive needs to be visible to draw off anything that would attack those things being escorted. You CAN hunt with total stealth, but probably not while automated with scouts to defend your hunters.
The downside of Surprise Status is that you won't have a choice but to ambush when something crosses your path that didn't see you. If this is an enemy war stack, for example, and you leap out and ambush that stack, sure you might take down the lead unit (might), but then they can see you during the rest of their turn and probably easily dispatch your unit with something else in the stack. In some cases, it CAN be best to just let those who don't see your unit just move through your plot without being attacked if they're going to wander your way.
Any tips for automating Hunters in the Ancient era?
lol... see previous note. Honestly though there are some issues with automation still where super easy fights, which is a lot of what you want with hunters if you can get it, are completely ignored as possible battles to engage in by the AI. It's a known bug. Perhaps down the road, fixing this and designing some BUG settings for what escorting units should do would be helpful. At the moment, there are going to be issues if you try to automate. Hunters are best when the human player is playing as a human player. The complexity of hunt strategies is still not yet fully something the AI copes with quite as well as a good human player would. We've done a lot of work there and more needs yet to be done.
In prehistoric, I paired hunters up with my explorer units to do some hunting while exploring and to protect them from animal attacks
If you aren't trying to automate so much, this is an excellent strategy to the point the AI is generally told to do this as well. Scouts make great hunter defenders and I'm hoping to make them a little better at spotting than hunters as well, making them better for escorting hunters in that regard too. They CAN go just as stealthy as the hunter if they wish - but again, the automation on that is very rudimentary at the moment.
Once barbarians started killing my explorers (at least their deaths saved my hunter promotions), I added stone axemen to the mix, but it seemed to really slow down my hunting due to the lowered movespeed
I tend to do that too and I'm fine with it. I send the hunters out as invisible as possible to kill things nearby so use the added speed for lunge attacks and surround benefits to support the axemen (I often start doing this around clubs myself and if the animals are REALLY tough in the area, I'll use merged spears in the stack too.) I often then include a few hunters with a good melee killer so they can use the melee unit as a home base to return to for protection and sometimes even send a wise woman with the party - particularly if I got one from a goody hut. Mostly it's just to get added XP for helping with healing when she can. By this time I don't mind the slowdown because I'm usually sending out enough hunting parties that they need to give areas time to recover animal spawns anyhow. I'm often sending them in waves through various regions on the map in cycles to help me keep every area about as equally covered with enough time to recover after being swept up as I can.
Now that I have Trained Dogs, I was thinking of using them instead of Axemen and Guides, but they neither have the power of Axemen nor the withdrawal of Guides (another unit for +Spot to Camo is nice, though). It seems the dogs automatically apply Standout when auto-hunting with hunters, though. Will the Guides be targeted first by combat-barbarians automatically, or will I have to go for Goad promotions? I might go that route and just focus the Training Dogs on Keen Ears for the +Spot to Camo.
Yep, I usually add a good doggo or two to the mix with hunting parties. One for speed and surround and the other for spot.
It's cool to see you're figuring out so much of the strategic blends already! Once the unit review is complete, there should be a few more considerations I'm sure you'll quickly pick up on for more military applicable unit role interactions.