Conquer Civ 6's Tech Tree: Fastest Science Victory Civilizations
Civilization VI offers three victory conditions, with Religious Victories proving the quickest. Culture victories demand significantly more time, while Science victories fall somewhere in between. However, with the right leader, a rapid Science victory can be surprisingly straightforward.
While many Civ VI civilizations excel at technological advancement, certain leaders consistently outpace others, potentially surpassing rivals by several eras. This guide highlights those leaders and strategies for achieving swift Science victories. Remember to leverage Science bonuses and expand your empire strategically.
Seondeok – Korea: Seowons and Governor Promotions for Exponential Science Growth
Leader Ability: Hwarang – Each Governor promotion grants +3% Culture and Science to their assigned city.
Civilization Ability: Three Kingdoms – Farms gain +1 Food and Mines gain +1 Science for each adjacent Seowon.
Unique Units: Hwacha (Renaissance Ranged unit), Seowon (Campus replacement, +4 Science, -2 Science for adjacent Districts)
Seondeok's fast Science victory potential stems from the Seowon and her Leader ability. Early game expansion is key. Utilize Magnus' promotion (preventing population loss when creating Settlers) for rapid city growth and maximized Science production. Prioritize Civics unlocking Governor Titles to rapidly promote Governors, reaping the +3% Science and Culture bonus per promotion.
The Seowon's Science penalty for adjacent districts necessitates strategic placement. Allow cities time to develop, then position Seowons at least two tiles from the city center, adjacent to future Mine locations. Korea's bonus makes Mines excellent Seowon buffers, maximizing Science output. Early city establishment and optimal Seowon placement will leave other civilizations struggling to match your technological progress.
Lady Six Sky – Maya: Observatory Adjacency Bonuses for Concentrated Science
Leader Ability: Ix Mutal Ajaw – Cities within 6 tiles of your capital receive +10% to all Yields and a free Builder upon founding. Cities beyond 6 tiles suffer -15% Yields.
Civilization Ability: Mayab – No Housing from Fresh Water or Coastal cities; instead, gain +1 Amenity per Luxury Resource adjacent to the city center. Farms gain +1 Housing and +1 Production if adjacent to an Observatory.
Unique Units: Hul'che (Ancient Ranged unit), Observatory (+2 Science from Plantation adjacency bonus, +1 from Farms)
Lady Six Sky's ability boosts yields within a 6-tile radius of your capital, providing a significant advantage. However, this necessitates clustered city development. Again, Magnus' promotion is crucial for early expansion, aiming for five or six cities within the 6-tile radius. Place Observatories near resources requiring Plantations or Farms to maximize adjacency bonuses. Optimal Observatory placement within this radius is critical for a swift Science victory.
Peter – Russia: Trade Route Science Domination
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 – Gain 5 extra tiles when founding a city. Tundra tiles grant +1 Faith and +1 Production. Units are immune to Blizzards; civilizations at war with Russia suffer double penalties within Russian territory.
Unique Units: Cossack (Industrial Era), Lavra (Replaces Holy District; expands by 2 tiles in the nearest city when a Great Person is spent there)
Peter is renowned as a versatile leader. His Trade Route ability ensures consistent progress in both Culture and Science. The powerful Lavra, extra founding tiles, and Great Person city expansion capabilities make him exceptionally strong.
While typically favored for Culture and Religious victories, Peter can achieve rapid Science victories with strategic expansion. Utilize Dance of the Aurora for Tundra tile bonuses. Russia's expanded founding tiles enable effective forward settling. Focus on building Campuses near mountains and enhancing trade capabilities (Currency Exchange and Harbor Districts) to maximize Science and Culture-generating routes.
Hammurabi – Babylon: Overcoming the Science Penalty Through Rapid Expansion
Leader Ability: Ninu Ilu Sirum – When building any District (except Government Plaza), receive the cheapest building for that district for free. Also receive a free Envoy when building other districts.
Civilization Ability: Enuma Anu Enlil – Eurekas instantly unlock respective Technologies, but impose a -50% Science penalty empire-wide.
Unique Units: Sabum Kibittum (Ancient Melee unit), Palgum (+2 Production and +1 Housing, +1 Food for all Fresh Water adjacent tiles in this city)
Babylon's rapid Science victory strategy hinges on rapid expansion to offset the civilization's significant Science penalty. Focus on triggering Eurekas to instantly unlock Technologies, even if it means diversifying your early game efforts. Prioritize Currency, Production, and city growth over initial Science production. Use Spies in technologically advanced civilizations to increase Eureka opportunities.
Aim for around six cities by the end of the Classical Era. By the Middle Ages, leverage accumulated Gold from trade and Currency Exchange to purchase secondary Campus buildings. Hammurabi's free lowest-tier building allows for delayed Campus construction, obtaining the Library for free and using Gold for a substantial Science boost. Maintain Science production while prioritizing Eurekas to significantly outpace other civilizations by the Space Race.