Civilization VI: Fastest Paths to Science Victory
Civilization VI offers three victory conditions, with Religious Victories being the quickest, and Culture Victories demanding significantly more time. Science victories fall somewhere in between, but with the right leader, they can become surprisingly straightforward. While many Civs can progress through the tech tree rapidly, these leaders excel at achieving lightning-fast Science victories. Success hinges on maximizing Science bonuses and expanding your empire strategically.
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 for adjacent Districts).
Seondeok's fast Science victory strategy relies heavily on Seowons and Governor promotions. Early game expansion is crucial, utilizing Magnus' promotion (preventing population loss when creating Settlers) to rapidly establish many cities. Prioritize Civics that unlock Governor titles to quickly boost Science and Culture via promotions.
Strategically place Seowons at least two tiles from city centers, adjacent to future Mines. Korea's bonus makes Mines near Seowons highly efficient. This spacing maximizes Seowon output by preventing adjacency penalties. Rapid early expansion and optimal Seowon placement will leave other civilizations struggling to keep pace.
Lady Six Sky - Maya: Observatory Adjacency for Superior 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 Luxury Resource adjacent to the city center. Farms gain +1 Housing and +1 Production adjacent to an Observatory.
Unique Units: Hul'che (Ancient), Observatory (+2 Science from Plantation adjacency, +1 from Farms).
Lady Six Sky's ability encourages a clustered empire within a 6-tile radius of the capital. This provides significant early advantages with increased yields and free Builders. Focus on settling 5-6 cities within this radius early. Position Observatories next to resources requiring Plantations or Farms to leverage adjacency bonuses. Maintaining this compact empire and maximizing Observatory placement is key to a swift Science victory.
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; enemy civilizations suffer double penalties within Russian territory.
Unique Units: Cossack (Industrial), 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 Trade Route abilities make him a viable option for Science victories. His large founding radius allows for effective forward settling. Focus on building Campuses near mountains and enhancing trade capabilities through Currency Exchange and Harbors to maximize Science and Culture gains from trade routes.
Hammurabi - Babylon: Overcoming the Science Penalty Through Expansion
Leader Ability: Ninu Ilu Sirum - Building any District (except Government Plaza) grants the cheapest building for free; also grants a free Envoy when building any other district.
Civilization Ability: Enuma Anu Enlil - Eurekas instantly unlock Technologies, but Science output is reduced by 50%.
Unique Units: Sabum Kibittum (Ancient), Palgum (+2 Production and +1 Housing, +1 Food for all adjacent Fresh Water tiles).
Hammurabi's strategy centers on rapid expansion to mitigate the 50% Science penalty. Prioritize triggering Eurekas to instantly unlock technologies. Initially, focus on Currency, Production, and city growth rather than direct Science production. Use Spies to gain Eureka opportunities from advanced civilizations. Aim for around six cities by the Classical Era's end. Hammurabi's free building ability allows for efficient Campus construction and upgrades later in the game, ultimately leading to a technological advantage. Maintain a balance between Eureka exploitation and Science production in the late game to secure victory.