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Top Science Victory Civs in Civ VI Revealed

Feb 10,25(1 years ago)
Top Science Victory Civs in Civ VI Revealed

Civilization VI: Mastering the Fastest Science Victory Paths

Civilization VI offers three victory conditions, with Religious Victories proving the quickest and Culture Victories demanding significant time investment. Science victories fall somewhere in between, yet with the right leader, a rapid Science victory can be surprisingly straightforward. While many Civ VI civilizations excel at technological advancement, certain leaders consistently outperform others, achieving several age advancements under favorable circumstances. To secure a swift Science victory, focus on maximizing Science bonuses and expanding your empire strategically. Here are some top contenders:

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), Seowon (Campus replacement, +4 Science, -2 Science for adjacent Districts)

Seondeok's fast Science victory potential stems from the synergy between Seowons and her Leader ability. Early game expansion is crucial. Utilize Magnus' promotion (preventing population loss when creating Settlers) for rapid city growth and Science production. Prioritize Civics that unlock Governor Titles, accelerating Governor promotions and maximizing the Science and Culture bonuses.

Strategically position Seowons at least two tiles from city centers, adjacent to future Mine locations. The adjacency penalty for neighboring districts is mitigated by the bonus Science Mines receive next to Seowons in Korea. This optimized placement ensures significant Science output.

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 bonus 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 when adjacent to an Observatory.

Unique Units: Hul'che (Ancient), Observatory (+2 Science from Plantation adjacency, +1 from Farm adjacency)

Lady Six Sky's Leader ability encourages clustered city development. Focus on establishing five or six cities within a 6-tile radius of your capital, leveraging the free Builders. Place Observatories next to resources requiring Plantations or Farms to maximize adjacency bonuses. This concentrated approach ensures high Science output from each Observatory.

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; warring civilizations suffer double penalties within Russian territory.

Unique Units: Cossack (Industrial), Lavra (Holy District replacement)

While Peter excels in Culture and Religious victories, he can achieve rapid Science victories with strategic expansion. His ability to generate Science and Culture through trade routes ensures consistent progress. Utilize Russia's extra founding tiles for effective forward settling. Build Campuses near mountains and enhance trade capabilities with Currency Exchange and Harbor Districts to optimize Science and Culture gains from trade routes.

Hammurabi - Babylon: Overcoming the -50% Science Penalty Through Rapid Expansion

Leader Ability: Ninu Ilu Sirum: Receive the cheapest building for free when constructing any District (except Government Plaza). Also receive a free Envoy when building any other district.

Civilization Ability: Enuma Anu Enlil: Eurekas instantly unlock Technologies, but Science output is reduced by 50% across the empire.

Unique Units: Sabum Kibittum (Ancient), Palgum (+2 Production, +1 Housing, +1 Food for adjacent Fresh Water tiles)

Babylon's -50% Science penalty is offset by rapid expansion and strategic Eureka exploitation. Prioritize triggering Eurekas to instantly unlock Technologies. Focus on Currency, Production, and city growth in the early game. Utilize Spies in technologically advanced civilizations for additional Eureka opportunities. By the Classical Era, establish around six cities and strategically build Campuses. Hammurabi's free building ability allows for efficient Campus development, maximizing Science output later in the game. Maintain a balance between Eureka exploitation and Science production to maintain a technological lead.

These strategies highlight how different approaches can lead to fast Science victories in Civilization VI. Remember that success depends on adapting your strategy to the game's circumstances and effectively utilizing each civilization's unique strengths.

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