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Top Sci-Fi Civs for Speedy Science Victories in Civ VI

Author : Claire Update:Feb 04,2025

Top Sci-Fi Civs for Speedy Science Victories in Civ VI

Conquer Civ 6's Tech Tree: Fastest Science Victory Civilizations

Civilization 6 offers three victory conditions, with Religious Victories being the quickest, and Culture Victories requiring significant time investment. Science victories fall somewhere in between, but with the right leader, they can become surprisingly straightforward. While many civilizations can progress through the tech tree rapidly, these leaders excel at achieving fast Science victories, potentially surpassing other civilizations by several eras. The key is leveraging their unique abilities and strategically expanding your empire.

Seondeok - Korea: Seowons and Governor Promotions for Exponential Science Growth

Leader Ability: Hwarang: Each Governor promotion grants +3% Culture and Science to their assigned city.

Civilization Ability: Three Kingdoms: Farms gain +1 Food and Mines gain +1 Science for each adjacent Seowon.

Unique Units: Hwacha (Renaissance Ranged unit), Seowon (Campus replacement, +4 Science, -2 Science for adjacent Districts)

Seondeok's strength lies in the synergy between Seowons and her Hwarang ability. Early game expansion is crucial; utilize Magnus' promotion to prevent population loss when creating settlers, maximizing early science production. Prioritize Civics that unlock Governor Titles to rapidly promote Governors, boosting both Science and Culture.

Remember, Seowons lose science with adjacent districts. Strategically place them at least two tiles from your city center, near future Mine locations. The extra science from Mines adjacent to Seowons in Korea significantly enhances output. Rapid early city expansion and optimal Seowon placement are key to outpacing other civilizations.

Lady Six Sky - Maya: Observatory Optimization for Maximum Science Yield

Leader Ability: Ix Mutal Ajaw: Cities within 6 tiles of your 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; instead, gain +1 Amenity per Luxury Resource adjacent to the city center. Farms gain +1 Housing and +1 Production when adjacent to an Observatory.

Unique Units: Hul'che (Ancient Ranged unit), Observatory (+2 Science from Plantation adjacency bonus, +1 from Farms)

Lady Six Sky's ability encourages clustered city development. Utilize Magnus' promotion for early expansion, aiming for five or six cities within the 6-tile radius. Place Observatories next to resources requiring Plantations or Farms to maximize adjacency bonuses. Careful city placement and optimized Observatory locations are vital for a swift Science victory.

Peter - Russia: Trade Route Domination for Consistent Science Gains

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 Era), Lavra (Replaces Holy District, expands by 2 tiles in the nearest city when a Great Person is spent there)

Peter is renowned for his versatility. His Trade Route ability ensures consistent Science and Culture gains, preventing technological stagnation. While ideal for Culture and Religious victories, with strategic expansion and trade route optimization, a fast Science victory is achievable. Utilize Russia's extra founding tiles for effective forward settling. Focus on enhancing trading capabilities with Currency Exchange and Harbor Districts to maximize Science and Culture gains from your most productive routes.

Hammurabi - Babylon: Overcoming the -50% Science Penalty Through Rapid Expansion

Leader Ability: Ninu Ilu Sirum: When building any District (except Government Plaza), receive the cheapest building for that district for free. Also receive a free Envoy when building any other district.

Civilization Ability: Enuma Anu Enlil: Eurekas instantly unlock respective Technologies, but suffer -50% Science across the 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)

Hammurabi's strategy revolves around rapid expansion to offset 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 in technologically advanced civilizations for more Eureka opportunities. Aim for approximately six cities by the end of the Classical Era, delaying Campus construction until later to utilize the free lowest-tier building from Hammurabi's ability. This allows for a significant Science boost in the Middle Ages, catching up to and surpassing other civilizations. Maintain a focus on Eurekas throughout the game to maintain a technological advantage.

These strategies highlight that a fast Science victory in Civilization 6 isn't solely about raw Science output, but also about strategic planning, efficient resource management, and leveraging each civilization's unique strengths.

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