
Civ VI: Conquer the Tech Tree with These Leaders for a Speedy Science Victory
Civilization VI offers three victory paths, but a swift Science victory can be surprisingly achievable with the right leader. While many civilizations excel at technological advancement, some truly stand out as the fastest routes to scientific dominance. This guide highlights four leaders who can catapult you to victory through strategic empire building and technological prowess.
Seondeok - Korea: Seowons and Governor Promotions are Key
- Leader Ability (Hwarang): Each Governor promotion grants +3% Culture and Science to their city.
- Civilization Ability (Three Kingdoms): Farms and Mines receive +1 Food and +1 Science respectively for each adjacent Seowon.
- Unique Units: Hwacha (Renaissance ranged unit), Seowon (Campus replacement, +4 Science, -2 Science for adjacent Districts).
Seondeok's strategy hinges on rapid expansion and maximizing Seowon benefits. Early game focus should be on rapid expansion using Magnus's promotion (preventing population loss when creating Settlers). Prioritize Civics unlocking 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 optimized placement ensures maximum science output while mitigating the Seowon's adjacency penalty.
Lady Six Sky - Maya: Observatories for Superior Science Output
- 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 freshwater or coastal cities; instead, gain +1 Amenity per adjacent luxury resource. Farms gain +1 Housing and +1 Production when adjacent to an Observatory.
- Unique Units: Hul'che (Ancient ranged unit), Observatory (+2 Science from Plantation adjacency, +1 from Farms).
Lady Six Sky's strength lies in tightly clustered cities. Utilize the free Builders from her ability to rapidly develop cities within the 6-tile radius of your capital. Place Observatories next to plantations or farms to maximize their adjacency bonuses, ensuring high science production from each city. Careful city placement is crucial to avoid the yield penalty for distant cities.
Peter - Russia: Trade Routes to Scientific Supremacy
- 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 Era), Lavra (Replaces Holy District, expands by 2 tiles when a Great Person is spent there).
Peter is a versatile leader, but his ability to leverage trade routes for Science makes him a strong contender for a Science victory. His extra founding tiles allow for aggressive early expansion. Focus on establishing trade routes with technologically advanced civilizations, maximizing Science gains through technological disparity. Campuses near mountains and strategic use of Harbor Districts and Currency Exchange further enhance this advantage.
Hammurabi - Babylon: A Wide Empire Mitigates Science Penalty
- Leader Ability (Ninu Ilu Sirum): Building any district (except Government Plaza) grants the cheapest building for that district for free, plus a free Envoy.
- Civilization Ability (Enuma Anu Enlil): Eurekas instantly unlock 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 adjacent freshwater tiles).
Hammurabi's -50% Science penalty is offset by his ability to rapidly expand and trigger Eurekas. Early game focus should be on triggering Eurekas through diverse actions, prioritizing city growth and economic development over immediate Science production. Utilize Spies to accelerate Eureka progress. By the Classical Era, establish multiple Campuses, leveraging free buildings to maximize Science output. While the early game prioritizes Eurekas, maintain a balance to ensure sufficient Science for late-game technologies. This approach ensures a significant technological advantage by the Space Race.
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