Civilizations Dominate in Scientific Triumph
Civilization VI: Fastest Paths to a Science Victory
Civilization VI offers three victory conditions, and while Religious Victories are often the quickest, Science victories can be surprisingly efficient with the right leader. While many civilizations can progress through the tech tree rapidly, these leaders excel at achieving a Science victory, potentially outpacing others by several eras. Success hinges on maximizing science bonuses and expanding your empire strategically.
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 for adjacent Districts)
Seondeok's strength lies in the Seowon and her Governor bonus. Early expansion is key, utilizing Magnus' promotion to prevent population loss when settling new cities. Prioritize Civics that unlock Governor titles for significant Science gains. Strategically place Seowons at least two tiles from city centers, adjacent to future Mines to maximize science output. Rapid early expansion and optimal Seowon placement will ensure technological dominance.
Lady Six Sky - Maya:
Leader Ability: Ix Mutal Ajaw: Cities within 6 tiles of the 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; instead, gain +1 Amenity per adjacent luxury resource. Farms gain +1 Housing and +1 Production adjacent to Observatories.
Unique Units: Hul'che (Ancient), Observatory (+2 Science from Plantation adjacency, +1 from Farms)
Lady Six Sky's ability encourages a clustered empire. Focus on settling five or six cities within a 6-tile radius of your capital, utilizing the free Builders. Place Observatories near plantations or farms to leverage adjacency bonuses. Maintaining this compact empire is crucial for maximizing the benefits of her leader ability and achieving a swift Science 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), Lavra (Holy District replacement, expands by 2 tiles when a Great Person is spent)
While Peter excels in Culture and Religious victories, a fast Science victory is achievable. His ability to generate Science through trade routes ensures consistent progress. His extra founding tiles allow for effective forward settling. Focus on enhancing trade capabilities via Currency Exchange and Harbors, maximizing the Science yield from your trade routes.
Hammurabi - Babylon:
Leader Ability: Ninu Ilu Sirum: Receive the cheapest building for free when constructing any District (except Government Plaza), and 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 -50% Science penalty is offset by rapid expansion. Prioritize triggering Eurekas early to unlock technologies quickly. Focus on Currency, Production, and city growth initially. Utilize Spies to steal Eureka opportunities from advanced civilizations. By the Classical era, establish around six cities with Campuses, leveraging free buildings to maximize Science output later. Continue to focus on Eurekas while gradually increasing Science production to secure a decisive victory in the Space Race.




