Civilization VI offers three victory paths, but a swift Science victory can be surprisingly achievable with the right leader. While many civilizations excel at technological advancement, these leaders offer unique advantages for a rapid ascent through the tech tree. Remember, strategic empire expansion and efficient resource management are key to outpacing your opponents.
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 synergy between her ability and the Seowon district. Early expansion is crucial to maximize Science production. Prioritize Governor promotions for significant Science boosts. Strategically place Seowons at least two tiles from city centers, adjacent to Mines to leverage Korea's unique ability. This optimized placement ensures maximum Science output while mitigating the Seowon's adjacency penalty.
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 bonus from freshwater or coastal 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 Farm adjacency)
Lady Six Sky's ability encourages a compact empire. Focus on establishing 5-6 cities within a 6-tile radius of your capital. Maximize Observatory adjacency bonuses by placing them near Plantations and Farms. This concentrated approach ensures high yields and rapid technological progress.
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), Lavra (Holy District replacement, expands by 2 tiles when a Great Person is spent)
While Peter is versatile, his Science victory potential relies on aggressive early expansion and leveraging his trade route bonus. His extra founding tiles allow for effective forward settling. Focus on building Campuses near mountains and developing strong trade networks to maximize Science gains from advanced civilizations.
Leader Ability: Ninu Ilu Sirum - Receive the cheapest building for free when constructing any district (except the Government Plaza); 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%.
Unique Units: Sabum Kibittum (Ancient), Palgum (+2 Production, +1 Housing; +1 Food for adjacent freshwater tiles)
Hammurabi's strategy revolves around rapid expansion to offset the -50% Science penalty. Prioritize triggering Eurekas through diverse activities. Don't focus solely on Science early; concentrate on growth, production, and trade to build a strong foundation. By the Classical Era, establish multiple cities and Campuses, leveraging free buildings to maximize Science gains in the later game. This approach allows you to catch up and surpass other civilizations.
These strategies, combined with effective gameplay, can pave the way for a swift and decisive Science victory in Civilization VI. Remember to adapt your approach based on the game's circumstances and your opponents' actions.
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