Early early game - Weak. If you rush em hard, they die hard. This is due to the fact that they have to have cav or pikes in with li.
Late early game - Strong. Once the armies are available en masse, they get the "canoe effect."
Early midgame - Strong. By this time you should be in fortress, where disciples get ridiculously OP and you get those awesome hand mortars. The territorial army ain't bad, either.
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Late midgame - Average. Here they start fading, as the opponents should be making as many units as you now as you now get stopped by the pop-ineffectiveness of your units, even with 20 extra pop.
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Lategame - Average. They are saved from pop ineffectiveness by old hand reforms and the 220 pop bonus pays off. No-pop disciples aren't anything to laugh at, especially when you get a large number of them and you can just wipe any medium-sized army with minimal losses or even gains. Hand mortars can cause crazy damage to buildings and artillery and can even hold their own vs normal units, though not well. They also have the option of having 119 villagers. Even with all this, they are only average. These bonuses only save them form being horrible lategame.
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