gatomarado
Chieftain
The unit i don't build are chariots (i even didn't remember they exist till i started to read this topic) although they're very nice when you get one from a barb hut. Chariots were very much useful in civI, they were the base for a fast early age conquest.
Other units i don't use much are warriors (although their importance in imposing marcial law at early stage games in emperor/deity level), archer (because the legion became soon available).
Destroyers are much more usefull then cruisers. They're good for hunt and destroy weak naval units, to explore and even to make shore bombardement if the AI are still in stone age. Cruisers became "obsolete" with the AEGIS cruiser (the same speed, more powerfull and AA defense).
Although carriers are the only unit that can carry air units, i think they're useless because the civII maps are to small to contain a large sea that makes us in need to build a carrier for force projection (that's their fundamental role in nowadays).
Cruise missiles are good to use if i catch a bunch of enemy units in a single square or if i detect a batleship naval force towards my shore.
Partisans are good, because you get a lot of them when someone captures your city, and at chieftain you can even take some riflemen defended cities (i used this strategy in WWII scenario playing as neutrals when german conquers Amsterdam).
Fighter units are the most useful because you can supress barb invasions, weak naval units, and most of ground units in open squares.
Marines, although their unique special ability, are not very usefull, their really in lack of attack strength.
The best units are spy (help on moving other unist over zones of control, 3 moves, see 2 and of course spy abbilities), howitzer (city->railway->attack->railway->city strategy is the best don't lose your units, because their protected), stealth figther (to kill the partisans that will destroy the railway system), AEGIS cruiser (the standard naval power, good power/cost), all defending units (to protect my cities from the AI).
All other units are useful in certain game stages, levels or strategies.
Other units i don't use much are warriors (although their importance in imposing marcial law at early stage games in emperor/deity level), archer (because the legion became soon available).
Destroyers are much more usefull then cruisers. They're good for hunt and destroy weak naval units, to explore and even to make shore bombardement if the AI are still in stone age. Cruisers became "obsolete" with the AEGIS cruiser (the same speed, more powerfull and AA defense).
Although carriers are the only unit that can carry air units, i think they're useless because the civII maps are to small to contain a large sea that makes us in need to build a carrier for force projection (that's their fundamental role in nowadays).
Cruise missiles are good to use if i catch a bunch of enemy units in a single square or if i detect a batleship naval force towards my shore.
Partisans are good, because you get a lot of them when someone captures your city, and at chieftain you can even take some riflemen defended cities (i used this strategy in WWII scenario playing as neutrals when german conquers Amsterdam).
Fighter units are the most useful because you can supress barb invasions, weak naval units, and most of ground units in open squares.
Marines, although their unique special ability, are not very usefull, their really in lack of attack strength.
The best units are spy (help on moving other unist over zones of control, 3 moves, see 2 and of course spy abbilities), howitzer (city->railway->attack->railway->city strategy is the best don't lose your units, because their protected), stealth figther (to kill the partisans that will destroy the railway system), AEGIS cruiser (the standard naval power, good power/cost), all defending units (to protect my cities from the AI).
All other units are useful in certain game stages, levels or strategies.