Bibor
Doomsday Machine
Okay, I know 2k is going to be really mad at me for posting this, but I thought I share this with you guys: there's a hidden resource in this game and there's a strategy that revolves around it!
I used this strategy in many other games, and I got the Golden Broccoli of the Year twice in a row, and I'm on top of all ladders for quite some time now (I bought 17 ladders, one for my comic book shelf, others for basement; I have more ladders than everyone else in the neighbourhood now).
This is how it's going to work in CIV V:
There's a pearl resource, right? Pearls come from clams, everyone knows that. Now there's an ancient saying "Where there's clam - there's a turtle!" If you haven't heard about it - google it up. I posted it on numerous unknown forums.
That's right folks! Turtles are a hidden resource in this game!
Now, this strategy revolves around RAPID EXPANSION and using TURTLING as a combat strategy. You'll be using SCOUTS and ARCHERS as your only units, so you don't really need teching.
First, you need a sizeable amount of turtles. Mount your scouts onto turtles. This way they'll move really, really slow. As a matter of fact, the opponent (especially in MP) will probably go crazy and quit ("OMG is this scout moving or what?!?!").
You also want the opponent to move slow, so no road building is allowed. I Know the devs said enemy won't benefit from friendly roads, but you can't really be sure, right? No roads.
Next you need to get your archers on turtles. Now, this is going to be tricky. Because even if turtles move slow, archers might get balance issues.
What we need is to mount them on dead turtles!
How do we do that? Well, it's tricky. How can you tell if a turtle is really dead? I mean, they don't move much in the first place. It requires pretty advanced science to be absolutely sure. YOU'LL HAVE TO RISK IT! 50% archers will be on dead turtles, 50% will get a barely a live one. I never said this strategy is going to work out perfectly.
Now, rapid expansion. Turtles are slow on land, but they are fast in water! So you are free to REX downriver and on the coasts. You need to grab as many clam resources as you can.
Once you have the scouts and archers mounted on turtles and cities spread all over those blazing turtle highways, it's time to confront the enemy.
This part of the strategy (also tested in other MP games) revolves around EXPLOITING a flaw in CIV V and that's "one unit per tile". I already said that the enemy can't really say if a turtle-mounted unit is moving or what. Now we add to that strategy another layer and that is:

NO UNIT PER TILE.
That's right! You will confuse your enemy by not having units on critical tiles. Instead, while he's confused, you'll TURTLE-SWIM AROUND the enemy lines and hit them from behind! And their cities are now open to your turtle-counterattack!
Ahahahahhaah-ha! *wipes off tears* Works every time.
I used this strategy in many other games, and I got the Golden Broccoli of the Year twice in a row, and I'm on top of all ladders for quite some time now (I bought 17 ladders, one for my comic book shelf, others for basement; I have more ladders than everyone else in the neighbourhood now).
This is how it's going to work in CIV V:
There's a pearl resource, right? Pearls come from clams, everyone knows that. Now there's an ancient saying "Where there's clam - there's a turtle!" If you haven't heard about it - google it up. I posted it on numerous unknown forums.
That's right folks! Turtles are a hidden resource in this game!
Now, this strategy revolves around RAPID EXPANSION and using TURTLING as a combat strategy. You'll be using SCOUTS and ARCHERS as your only units, so you don't really need teching.
First, you need a sizeable amount of turtles. Mount your scouts onto turtles. This way they'll move really, really slow. As a matter of fact, the opponent (especially in MP) will probably go crazy and quit ("OMG is this scout moving or what?!?!").
You also want the opponent to move slow, so no road building is allowed. I Know the devs said enemy won't benefit from friendly roads, but you can't really be sure, right? No roads.
Next you need to get your archers on turtles. Now, this is going to be tricky. Because even if turtles move slow, archers might get balance issues.
What we need is to mount them on dead turtles!
How do we do that? Well, it's tricky. How can you tell if a turtle is really dead? I mean, they don't move much in the first place. It requires pretty advanced science to be absolutely sure. YOU'LL HAVE TO RISK IT! 50% archers will be on dead turtles, 50% will get a barely a live one. I never said this strategy is going to work out perfectly.
Now, rapid expansion. Turtles are slow on land, but they are fast in water! So you are free to REX downriver and on the coasts. You need to grab as many clam resources as you can.
Once you have the scouts and archers mounted on turtles and cities spread all over those blazing turtle highways, it's time to confront the enemy.
This part of the strategy (also tested in other MP games) revolves around EXPLOITING a flaw in CIV V and that's "one unit per tile". I already said that the enemy can't really say if a turtle-mounted unit is moving or what. Now we add to that strategy another layer and that is:

NO UNIT PER TILE.
That's right! You will confuse your enemy by not having units on critical tiles. Instead, while he's confused, you'll TURTLE-SWIM AROUND the enemy lines and hit them from behind! And their cities are now open to your turtle-counterattack!
Ahahahahhaah-ha! *wipes off tears* Works every time.