Civilization VI offers three victory paths, but a swift Science victory can be surprisingly attainable with the right leader. While many civilizations excel at technological advancement, a select few can dominate the tech tree and achieve victory in record time. This guide highlights four such civilizations and their strategies for rapid Science victories.
Leader Ability: Hwarang - Each Governor promotion grants +3% Culture and Science to their assigned city.
Civilization Ability: Three Kingdoms - Farms and Mines gain +1 Food and Science respectively for each adjacent Seowon.
Unique Units: Hwacha (Renaissance), Seowon (Campus replacement: +4 Science, -2 Science for adjacent Districts)
Seondeok's strategy hinges on rapid expansion and Governor optimization. Utilize Magnus' promotion (preventing population loss when creating Settlers) for early game expansion, maximizing science production. Prioritize Civics that unlock Governor titles to rapidly boost Science and Culture via promotions. Strategically place Seowons at least two tiles from city centers, adjacent to future Mines to leverage Korea's unique ability. This minimizes the Seowon's adjacency penalty while maximizing its benefits.
Leader Ability: Ix Mutal Ajaw - Cities within 6 tiles of the capital gain +10% to all yields and a free Builder upon founding; cities beyond 6 tiles suffer -15% yields.
Civilization Ability: Mayab - No housing from freshwater or coastal cities; gain +1 Amenity per luxury resource adjacent to the city center. Farms gain +1 Housing and +1 Production when adjacent to an Observatory.
Unique Units: Hul'che (Ancient), Observatory (+2 Science from Plantation adjacency, +1 from Farms)
Lady Six Sky's strength lies in concentrated city placement. Focus on establishing 5-6 cities within a 6-tile radius of your capital, leveraging the free Builders and yield bonuses. Position Observatories next to plantations or farms to maximize their adjacency bonuses. This concentrated approach, while limiting expansion, ensures high science output per city.
Leader Ability: The Grand Embassy - Trade routes with other civilizations grant +1 Science and +1 Culture for every 3 technologies or civics they possess that Russia lacks.
Civilization Ability: Mother Russia - +5 extra tiles when founding a city; Tundra tiles grant +1 Faith and +1 Production; units are immune to blizzards; warring civilizations suffer double penalties in Russian territory.
Unique Units: Cossack (Industrial), Lavra (Holy District replacement: expands by 2 tiles when a Great Person is spent)
Peter is a versatile leader, excelling in various victory types. For a Science victory, leverage his early expansion potential (due to the extra founding tiles) and focus on establishing trade routes with technologically advanced civilizations. Prioritize Campuses near mountains and develop Harbor Districts and Currency Exchange to maximize trade route benefits.
Leader Ability: Ninu Ilu Sirum - Receive the cheapest building for free when constructing any district (except Government Plaza); receive a free Envoy when building any other district.
Civilization Ability: Enuma Anu Enlil - Eurekas instantly unlock technologies, but Science output is reduced by 50%.
Unique Units: Sabum Kibittum (Ancient), Palgum (+2 Production, +1 Housing, +1 Food for adjacent freshwater tiles)
Hammurabi's strategy counters Babylon's -50% Science penalty through rapid expansion. Prioritize triggering Eurekas to instantly unlock technologies. Focus on early game growth, currency, and production rather than immediate science. Establish several cities (aim for six by the Classical Era) and strategically place Campuses. Utilize Hammurabi's free building ability to maximize science gains later in the game. Employ spies to accelerate Eureka progress.
By mastering these strategies, you can significantly increase your chances of achieving a rapid and decisive Science victory in Civilization VI. Remember to adapt your approach based on the game's circumstances and the actions of your opponents.
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