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And then it will depend on the units I am using i.e. based on the civ.
I'm always researching the arrow attack/range upgrade (i definately love civs which have Bracer available)
Map arabia - flank:
---Usually, u will do archers so u need firstly +1attack/+1 range
---If u have to do skirmishers for defending archers, firstly +1/+1 armor
---if u do scout rushing: +1/+1 armor and bloodlines
Map arabia - Pocket (castle age)
---Usually u will do knights: +1/+1 armor
------> if u have to attack archers, firstly +2/+2 armor
------> if u have to kill vils, firstly +1 attack
Map arabia - Pocket (castle age): Mayans, incas, aztecs
--- U will do eagles: +2/+2 armor and +2 attack
Anyone done a defence versus offence upgrade test? Just curiouse now of that difference for example a frankish knight with +1 attack versus a frankish knight with +1 armor.
Though, as a quick summary:
Melee units: (almost) Always take defense first (scale / chain / plate) especially if the unit you are utilizing is a counter unit. Massed halbs do significantly better with the defense upgrades and still get their massive bonuses versus cavalry units which dwarfs the upside of the offensive upgrades, and same with Camels versus Calvary, though you'll definitely want both in this instance. Get both, but get defensive first.
Ranged units: (almost) Always take offense first (fletching / bodkin / bracer) even if the unit you are using is a counter unit because of the additional range it provides the unit. It's less important for counter units to take the defense option because they're less likely to get chipped down by ranged harassment (skirms don't need to get as close) and it will allow them to trade at range with the units they're countering as much as possible. Ships and your defensive buildings benefit from *only* the attack and range upgrades, so if you're using a tower rush or have a lot of castles it's a big benefit.
The main exception is Gunpowder units. Gunpowder units like Hand cannons, Janissaries, and Conquistadors gain no benefit from the offensive techs but DO gain benefits from the armor technologies. If you're primarily using this type of unit as your main ranged compliment to your army then it's perfectly fine to get the defensive technologies first (though you'll generally want the range for skirmishers that you will be likely to deploy to defend them against Archers later...)
Yes. Yes. Yes. this is correct. ^^^^^^^
those are the top priority, and when you get large numbers of units, especially late game imperial age, you really want any unit your using to be fully teched. (some techs not in blacksmith get pretty expensive though.)
EDIT: Not saying this is correct strategy in all cases by any means, but this is what I do 99% of the time.