Since the lancer got buffed quite a bit in GnK, you should give other units a second chance as well.
Chariot archers were pretty useless in vanilla because they were extremely vulnerable to any kind of melee attack. Normal archers had better stats overall.
Stats vanilla:
Chariot Archer
Strength: 3, Ranged: 6
Range: 2
Movement: 4
Cost: 60
Stats GnK:
Chariot Archer
Strength: 6, Ranged: 10
Range: 2
Movement: 4
Cost: 56
Normal Archer (unchanged):
Strength: 5, Ranged: 7
Range: 2
Movement: 2
Cost: 40
As you can see, a few important statistics have changed.
1) Ranged strength is considerably higher compared to archers (10 vs 7).
2) Combat strength +3 compared to vanilla. They survive spearmen attacks now.
3) Hammer costs slightly decreased, 56
or 260
.
The rush works best against cities surrounded by flat terrain because chariot archers lose all their movement points when entering hills or forest tiles.
Tech path:
Animal Husbandry or Pottery -> AH to see horses early -> Wheel/lux techs
Build Order:
Scout -> Monument -> Worker
Social Policies:
Liberty -> free settler to settle a location near horses (if needed, on top of horses) is the easiest way but Tradition/Honor also work well.
Rush with 4 chariot archers and a warrior somewhere around turn 50. Say bye bye to your neighbour.
By the way, they also work great on defense and against barbs for CS quests. And you don't have to research Construction because they easily replace the composite bowmen (11 ranged strength vs 10).
As for their upgrade path to knights, you can get "cover" as your second promotion or "march" as your third. It's not optimal but they aren't useless later in the game.
Seriously, it's a great unit now and this is arguably the strongest early rush in the game (against the AI).
Chariot archers were pretty useless in vanilla because they were extremely vulnerable to any kind of melee attack. Normal archers had better stats overall.
Stats vanilla:
Chariot Archer
Strength: 3, Ranged: 6
Range: 2
Movement: 4
Cost: 60
Stats GnK:
Chariot Archer
Strength: 6, Ranged: 10
Range: 2
Movement: 4
Cost: 56
Normal Archer (unchanged):
Strength: 5, Ranged: 7
Range: 2
Movement: 2
Cost: 40
As you can see, a few important statistics have changed.
1) Ranged strength is considerably higher compared to archers (10 vs 7).
2) Combat strength +3 compared to vanilla. They survive spearmen attacks now.
3) Hammer costs slightly decreased, 56


The rush works best against cities surrounded by flat terrain because chariot archers lose all their movement points when entering hills or forest tiles.
Tech path:
Animal Husbandry or Pottery -> AH to see horses early -> Wheel/lux techs
Build Order:
Scout -> Monument -> Worker
Social Policies:
Liberty -> free settler to settle a location near horses (if needed, on top of horses) is the easiest way but Tradition/Honor also work well.
Rush with 4 chariot archers and a warrior somewhere around turn 50. Say bye bye to your neighbour.

By the way, they also work great on defense and against barbs for CS quests. And you don't have to research Construction because they easily replace the composite bowmen (11 ranged strength vs 10).

As for their upgrade path to knights, you can get "cover" as your second promotion or "march" as your third. It's not optimal but they aren't useless later in the game.
Seriously, it's a great unit now and this is arguably the strongest early rush in the game (against the AI).