Conquer Civ 6 with These Speedy Science Victory Civilizations
Civilization VI offers three victory conditions, with Religious Victories being the quickest and Culture Victories the slowest. Science victories fall somewhere in between, but with the right leader, they can be surprisingly straightforward. While many Civs can progress through the tech tree rapidly, these civilizations excel at achieving a fast Science victory, potentially outpacing others by several eras. Success hinges on leveraging Science bonuses and expanding your empire strategically.
Seondeok - Korea: Maximize Seowon Benefits
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 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 Hwarang ability. Early game expansion is crucial, utilizing Magnus' promotion to prevent population loss when creating Settlers. Prioritize Civics unlocking Governor titles to rapidly promote them, boosting Science and Culture. Strategically place Seowons at least two tiles from city centers, adjacent to future Mines to maximize Science output (remember, proximity to other districts reduces Seowon Science). Rapid early city establishment and optimal Seowon placement will ensure a significant technological advantage.
Lady Six Sky - Maya: Harness Observatory Power
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 from Fresh Water or Coast 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 clustered city development. Focus on establishing 5-6 cities within a 6-tile radius of your capital, utilizing the free Builders. Position Observatories next to resources requiring Plantations or Farms to leverage adjacency bonuses. Maintaining this compact empire maximizes yields and facilitates a swift Science victory.
Peter - Russia: Trade Your Way to Victory
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 founding tiles; 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, expands by 2 tiles when a Great Person is spent)
Peter is a versatile leader, excelling in Culture and Religious victories. However, his strong early game expansion (due to extra founding tiles) and Science-boosting trade routes make a Science victory viable. Focus on early expansion, building Campuses near mountains, and developing trade infrastructure (Currency Exchange, Harbors) to maximize Science and Culture gains from trade routes. The Dance of the Aurora civic further enhances Tundra tile yields.
Hammurabi - Babylon: Overcome the Science Penalty
Leader Ability: Ninu Ilu Sirum - Building any District (except Government Plaza) grants a free lowest-cost building for that district and a free Envoy.
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 for adjacent Fresh Water)
Babylon's -50% Science penalty is offset by rapid expansion and leveraging Eurekas. Prioritize triggering Eurekas by engaging in diverse activities. Initially, focus on Currency, Production, and city growth. Use Spies to accelerate Eureka progress in technologically advanced civilizations. By the Classical era, establish around six cities with Campuses. Hammurabi's ability allows for free lower-tier buildings, enabling a significant Science boost later. While maintaining Science production, prioritize Eurekas to gain a technological edge, ensuring a decisive Space Race victory.