Conquer Civ 6's Tech Tree: Fastest Science Victory Civilizations
Civilization VI offers three victory paths, with Religious Victories being the quickest, and Culture Victories the slowest. Science victories fall in between, but with the right leader, they can become surprisingly straightforward. While many civilizations excel at technological advancement, these leaders offer the most efficient routes to a rapid Science victory. Remember, maximizing Science bonuses and expanding your empire are key to success.
Seondeok - Korea: Seowons and Governor Promotions for Exponential Science Growth
Leader Ability: Hwarang: Each Governor promotion grants +3% Culture and Science to their 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 from adjacent Districts)
Seondeok's strength lies in the synergy between Seowons and her Leader ability. Prioritize Governor promotions for significant Science boosts. Strategically place Seowons at least two tiles from your city center, adjacent to future Mines, leveraging Korea's unique ability. Early expansion is crucial to maximize Science production.
Lady Six Sky - Maya: Observatory Optimization for Concentrated Science Output
Leader Ability: Ix Mutal Ajaw: Cities within 6 tiles of the capital gain +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 Coastal cities; 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 rewards clustered city development. Focus on establishing 5-6 cities within a 6-tile radius of your capital. Place Observatories near resource-generating plantations or farms to maximize their adjacency bonuses. Careful city placement is paramount for a fast Science victory.
Peter - Russia: Trade Route Domination for Consistent Science Gains
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; enemies 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 Trade Route bonuses provide a reliable Science income. Early expansion is key to establishing lucrative trade routes with technologically advanced civilizations. Focus on enhancing trade capabilities with Currency Exchange and Harbor Districts.
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); gain a free Envoy when building other districts.
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 his ability to rapidly expand and trigger Eurekas. Prioritize Eureka triggers over early Science production. Focus on Currency, Production, and city growth. Use Spies to accelerate Eureka progress. By the Classical Era, establish around six cities, and utilize Hammurabi's free building ability to maximize Campus output in the Middle Ages. Maintain Science production for late-game technologies, leveraging your technological advantage to win the Space Race.