Civilization 6 offers three victory paths, but a swift Science victory can be surprisingly achievable with the right leader. While some civilizations excel at rapid tech advancement, these leaders offer unique strategies for outpacing the competition. This guide highlights four leaders ideal for fast Science victories, emphasizing strategic empire building and maximizing scientific output.
Leader Ability: Hwarang - Each Governor promotion grants +3% Culture and Science to their city.
Civ 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 strength lies in the synergy between her ability and Korea's unique district. Early expansion is key; utilize Magnus' promotion (preventing population loss when creating settlers) for rapid city growth. Prioritize Civics unlocking Governor titles to maximize the Science bonus from promotions. Strategically place Seowons at least two tiles from city centers, adjacent to future Mines to leverage the bonus Science. This focused expansion ensures a significant Science advantage.
Leader Ability: Ix Mutal Ajaw - Cities within 6 tiles of the capital gain +10% yields and a free Builder upon founding; cities beyond 6 tiles suffer -15% yields.
Civ Ability: Mayab - No housing from freshwater or coastal cities; +1 Amenity per adjacent luxury resource; Farms gain +1 Housing and Production adjacent to Observatories.
Unique Units: Hul'che (Ancient), Observatory (+2 Science from Plantation adjacency, +1 from Farms)
Lady Six Sky's ability necessitates a compact empire. Focus on establishing 5-6 cities within a 6-tile radius of your capital, utilizing the free Builders efficiently. Place Observatories near plantations or farms to maximize their adjacency bonuses. This concentrated approach, while limiting expansion, ensures high yields within the optimal radius.
Leader Ability: The Grand Embassy - Trade routes with more advanced civilizations grant +1 Science and Culture per 3 technologies/civics they possess.
Civ Ability: Mother Russia - +5 extra founding tiles; Tundra tiles grant +1 Faith and Production; units immune to blizzards; enemies suffer double penalties in Russian territory.
Unique Units: Cossack (Industrial), Lavra (Holy District replacement, expands by 2 tiles upon Great Person spending)
Peter's versatility makes him a strong contender. While typically favored for Culture and Religious victories, his Trade Route bonuses provide a consistent Science stream. Early aggressive expansion, leveraging the extra founding tiles, is crucial. Build Campuses near mountains and prioritize trade infrastructure (Currency Exchange, Harbors) to maximize the Science gains from trade routes.
Leader Ability: Ninu Ilu Sirum - Free lowest-cost district building; free Envoy when building any district (except Government Plaza).
Civ Ability: Enuma Anu Enlil - Eurekas instantly unlock technologies, but Science 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 Science penalty through rapid expansion. Prioritize triggering Eurekas early, focusing on production and city growth over initial Science. Utilize Spies to accelerate Eureka progress. By the Classical era, establish around six cities with Campuses, delaying secondary building construction until later to utilize the free building bonus. This approach allows for catching up and surpassing other civilizations through strategic tech acquisition.
By mastering these leaders' unique strengths and adapting their strategies, you can consistently achieve fast Science victories in Civilization 6. Remember that strategic city placement, efficient resource management, and timely tech acquisition are crucial for success.