Civ that uses the 'turtle' strategy the best.

GT_OKEZ

Warlord
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Oct 19, 2007
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What Civs are best for turtling up with really good defenses.

A couple civs that come to mind are Japan and America. Thoughts?
 
Your only real options for defenses are walls and encampments. I don't think anyone has a UB that replaces the wall but I think there is a civ with an encampment replacement....

Other way to look at it is having enough cogs to build the walls, encampments, and ranged units quickly. That would be Germany for sure.
 
What Civs are best for turtling up with really good defenses.

A couple civs that come to mind are Japan and America. Thoughts?

Well China is supposed to be the turtle civ. In addition to walls and encampments, China gets the Great Wall that they can place units on for extra defense. So you get an extra layer of defenses around your cities.
 
Yeah, China would be your best bet though turtling isn't a "winning" strategy in this game because there is little downside to have more cities unlike CIV5
 
Japan (encampments cost half as much), America (+5 combat strength on home continent), Germany (high production, very builder friendly), China (great wall tile improvement) and France (not especially great at defending but higher access level makes it a lot easier to play the diplomacy game well enough to prevent wars).
 
The first game I won in CiVI is China 4 city basically standard tall build. It was on prince, however.

I think Germany is best suited for tall play (as well as most everything else) because it means you can spam districts which is what you need to keep on par with wide stuff. Japan is better for having lots of cities building adjacent districts, I think.

I also like Egypt, France, Congo and Brazil as tall civs.
 
Japan (encampments cost half as much), America (+5 combat strength on home continent), Germany (high production, very builder friendly), China (great wall tile improvement) and France (not especially great at defending but higher access level makes it a lot easier to play the diplomacy game well enough to prevent wars).

I have not tried China yet but on paper, I would think that cheaper encampments is better than the Great Wall. Having an encampment with an extra ranged attack is super good. The Great Wall is nice but it requires builders and it takes time. But a civ with lots of encampments that can shoot at you in addition to the city, is going to be tough to invade.
 
I also like Egypt, France, Congo and Brazil as tall civs.

India is also quite good for taller cities because of their improved housing (stepwell improvement) and additional follower bonuses which often is stuff like extra food or housing per temple, increased production per follower etc. However, you should never stop expanding at only 4 cities.
 
I've been playing more multiplayer so far, and sometimes if you have very rich lands but are isolated behind mountains with neighbors on the other side it's okay to chill with 4. I'd say 4 is the absolute minimum, though. Definitely aim for more but I've made it work at 4.
 
I have not tried China yet but on paper, I would think that cheaper encampments is better than the Great Wall. Having an encampment with an extra ranged attack is super good. The Great Wall is nice but it requires builders and it takes time. But a civ with lots of encampments that can shoot at you in addition to the city, is going to be tough to invade.
True, but China can have camps + wall. And some stretches of wall cost like 2 builders, which you can pump out in about 5 turns fairly early on. The walls can also be taken down to free up tiles when not needed, or moved forward as your borders move. And while Japan can build encampments quickly, they do fill up the district cap in the cities.
 
With China, is the gold/culture worth spamming the wall everywhere? What about what you would use that tile for if you didn't have the wall improvement?
 
I firmly believe India is best to turtle because of mainly their Unique Unit The VARU.

Varu
Requires: Horseback Riding
Movement: 2; Melee Strength: 40
Notes: Indian unique unit, presumably replaced Horseman. Reduces the Combat Strength of adjacent enemy units by -5.

It available with Horseback Riding and is 5 strength more than the Horseman. It has less movement, but it ALSO has intimidation of -5. Thus is trades fairly, even beneficially with the Spearmen (Its only counter at the time).

Spearman
Requires: Bronze Working
Movement: 2; Melee Strength: 25; Cost: 50 production (43 on fast)
"Ancient era melee unit that's effective against mounted units."
Notes: +10 combat bonus vs. mounted units.

Thus with Intimidation of the Varu and the Spearmen Bonus its 35 vs. 35. Thats pretty good since its supposed to be a counter.

With promotions the Varu can stand up to Musketman and form "Corps" (Out of Two Varus) to become 50 strength with intimidation. A musketman is Strength 55. But its intimidated down to 50.

Thus since the Unit can stand up to pretty much anything and only takes 5 turns to make on Turn 30 and even faster with the military card that grants 100% to heavy cavalry production - Id say India is solid at turtling with special regards to a rush. Just get one out and it will tank most of the damage, beat back the ranged infantry and buy you the precious turns to build more and build 2 turn archers.

It also later upgrades into Tank which is befitting since they last up to knights. They cant compete with Cavalry with u can form corps and armies and wait till the Tank technology.
 
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