In Civilization 6, the path to victory varies significantly among the three main victory conditions. Religious Victories can be achieved relatively quickly, whereas Culture Victories often require more time. Science Victories, positioned between the two, can be streamlined into one of the most direct routes to victory, especially with the right Leader. Most civilizations designed for Science can progress rapidly through the Technology tree, but some stand out for their potential to achieve swift Science victories under optimal conditions. To maximize Science bonuses, it's crucial to understand the specific requirements and expand your empire effectively. Here’s how you can secure quick Science victories with these exceptional Leaders in Civ 6.
Seondeok Leader Ability: Hwarang
Every promotion a Governor has grants +3% Culture and Science to their assigned city.
Korea Civ Ability: Three Kingdoms
Farms get +1 Food and Mines get +1 Science for every adjacent Seowon.
Unique Units
Hwacha (Renaissance Ranged unit), Seowon (Campus replacement, +4 Science, -2 Science for adjacent Districts)
Seondeok, one of Korea's Leaders, excels in achieving fast Science victories through strategic use of the Seowon and her Hwarang ability. Early in the game, leverage Magnus' promotion to avoid Population loss when creating Settlers, enabling rapid expansion and increased Science production. Prioritize Civics that unlock Governor Titles to promote Governors quickly, gaining a +3% boost in Science and Culture per promotion.
When planning your Seowon placement, allow your cities to develop initially, then position the Seowon at least two tiles away from the city center, adjacent to future Mine locations. Mines adjacent to Seowons provide additional Science for Korea, so using them as buffers from other Districts can maximize Seowon efficiency. With multiple cities and optimally placed Seowons, you can outpace other civilizations in Technological advancement.
Lady Six Sky Leader Ability: Ix Mutal Ajaw
Cities within 6 tiles of your Capital get +10% to all Yields and get a Builder when founded, but Cities further away than 6 tiles have -15% Yields.
Maya Civ Ability: Mayab
No Housing from Fresh Water or Coast cities, instead gain +1 Amenity for every Luxury Resource next to city center. Farms gain +1 Housing and +1 Production if next to an Observatory.
Unique Units
Hul'che (Ancient Ranged unit), Observatory (+2 Science from Plantation adjacency bonus, +1 from Farms)
Lady Six Sky’s unique ability provides a significant advantage for cities within a 6-tile radius of your Capital, granting extra Yields and a free Builder upon founding. This benefit necessitates a clustered city layout for optimal growth and production. Use Magnus' promotion to settle multiple cities within this radius, aiming for at least five or six by the end of the age.
Strategically place Observatories next to resources requiring Plantations or Farms to maximize their adjacency bonuses. With well-positioned Observatories in all your cities, and a compact city arrangement, achieving a swift Science victory as the Maya becomes straightforward.
Peter Leader Ability: The Grand Embassy
Trade Routes with other Civilizations grant +1 Science and +1 Culture for every 3 Technologies or Civics they are ahead of Russia.
Russia Civ Ability: Mother Russia
Gain 5 extra tiles on founding a city, Tundra tiles grant +1 Faith and +1 Production. Units are immune to Blizzard, but civilizations at war with Russia suffer double penalties inside Russian territory.
Unique Units
Cossack (Industrial Era), Lavra (Replaces Holy District, expand by 2 tiles in the nearest city whenever you spend a Great Person there)
Peter is renowned as one of the most versatile Leaders in Civilization 6. His Trade Routes, which generate both Science and Culture, ensure Russia remains competitive across multiple victory tracks. Additionally, the powerful Lavra, extra founding tiles, and border expansion via Great People make Peter adaptable to various strategies.
While typically suited for Culture and Religious victories, Peter can also secure fast Science victories with strategic expansion. Opt for the Dance of the Aurora to benefit from Tundra tiles, which Russia often starts near. Utilize Russia's larger starting tiles to forward settle effectively, and focus on enhancing your trade capabilities with Currency Exchange and Harbor Districts to maximize the Science and Culture gains from your Trade Routes.
Hammurabi Leader Ability: Ninu Ilu Sirum
When building any District (except Government Plaza), get the lowest-cost building for that district for free. Get a free Envoy when building any other district, too.
Babylon Civ Ability: Enuma Anu Enlil
Eurekas instantly unlock respective Technologies, but suffer -50% Science across your entire empire.
Unique Units
Sabum Kibittum (Ancient Melee unit), Palgum (+2 Production and +1 Housing, +1 Food for all Fresh Water adjacent tiles in this city)
The key to a rapid Science victory with Babylon lies in expansive growth to mitigate the -50% Science penalty. Babylon's unique ability allows instant Technology unlocks through Eurekas, despite the reduced Science output. Focus on triggering these Eurekas by diversifying your early game efforts.
Initially, prioritize Currency, Production, and city growth over direct Science production. As you expand, aim to have around six cities by the end of the Classical era. Place your first Campus in each city and, by the Middle Ages, use accumulated Gold to purchase secondary Campus buildings. Hammurabi's ability to receive the lowest-tier building for free means you'll automatically get Libraries, enabling a significant Science boost.
By focusing on Eurekas and expanding your empire, you can advance several ages ahead of other civilizations. This positions you well to complete the Space Race steps before competitors catch up, ensuring a swift Science victory.