Civilization VI: Conquer the Tech Tree with These Speedy Science Victory Leaders
Civilization VI offers three paths to victory, but a swift Science victory can be surprisingly achievable with the right leader. While some civilizations excel at rapidly advancing through the tech tree, these leaders stand out for their potential to dominate the scientific race. The key is leveraging their unique abilities and strategically expanding your empire.
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Seondeok - Korea
Leader Ability: Hwarang: Each Governor promotion grants +3% Culture and Science to their city.
Civilization Ability: Three Kingdoms: Farms and Mines gain +1 Food and +1 Science respectively for each adjacent Seowon.
Unique Units: Hwacha (Renaissance), Seowon (Campus replacement, +4 Science, -2 Science from adjacent Districts)
Seondeok's strategy hinges on maximizing Seowon placement and Governor promotions. Prioritize early expansion using Magnus' promotion to prevent population loss when settling new cities. Focus on Civics that unlock Governor titles for that crucial Science boost. Strategically position Seowons at least two tiles from city centers, adjacent to future Mines to leverage Korea's unique ability. Rapid expansion and optimized Seowon placement will quickly outpace opponents.
Lady Six Sky - Maya
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 bonus from fresh water or coastal cities; gain +1 Amenity per adjacent luxury resource. Farms gain +1 Housing and +1 Production adjacent to an Observatory.
Unique Units: Hul'che (Ancient), Observatory (+2 Science from Plantation adjacency, +1 from Farms)
Lady Six Sky's power lies in concentrated expansion. Utilize Magnus' promotion for rapid early growth. Keep your cities clustered within a 6-tile radius of your capital to maximize yield bonuses. Place Observatories near plantations or farms for optimal adjacency bonuses. This focused approach will generate significant early Science, paving the way for a rapid victory.
Peter - Russia
Leader Ability: The Grand Embassy: Trade routes with more advanced civilizations grant +1 Science and +1 Culture for every 3 Technologies or Civics they possess.
Civilization Ability: Mother Russia: +5 extra tiles when founding cities; 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 Era), Lavra (Holy District replacement)
While Peter excels in Culture and Religious victories, his ability to generate Science through trade routes makes a Science victory feasible. His extra founding tiles allow for aggressive early expansion. Focus on establishing trade routes with technologically advanced civilizations and building Campuses near mountains. Enhance trading capabilities through Currency Exchange and Harbors.
Hammurabi - Babylon
Leader Ability: Ninu Ilu Sirum: Receive the cheapest building for free when constructing any district (except Government Plaza); gain 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 from adjacent fresh water)
Hammurabi's strategy counters Babylon's -50% Science penalty through rapid expansion. Prioritize triggering Eurekas to unlock Technologies instantly. Focus on Currency, Production, and city growth in the early game. Utilize Spies to uncover Eureka opportunities in advanced civilizations. Establish numerous cities before the Classical Era's end, then leverage the free building ability to rapidly construct Campuses and boost Science production. While Eurekas are key, maintain Science production to stay ahead in the late game.
By mastering these leaders' unique strengths and employing strategic empire building, a quick Science victory in Civilization VI is well within reach.