In Civilization VI, a Science Victory can be achieved surprisingly swiftly with the right leader. While some civilizations excel at rapid technological advancement, these stand out for their potential for exceptionally fast Science victories. Remember, strategic empire expansion and maximizing Science bonuses are key.
Leader Ability: Hwarang (+3% Culture and Science per Governor promotion)
Civilization Ability: Three Kingdoms (+1 Food and Science per adjacent Seowon for Farms and Mines respectively)
Unique Units: Hwacha, Seowon (+4 Science, -2 Science for adjacent Districts)
Seondeok's strength lies in the synergy between her ability and Korea's unique district, the Seowon. Early game expansion is crucial. Prioritize Governor promotions for the significant Science boost. Strategically place Seowons at least two tiles from city centers, adjacent to Mines to maximize their Science output, avoiding adjacency penalties. Rapid city expansion ensures a massive Science advantage.
Leader Ability: Ix Mutal Ajaw (+10% Yields within 6 tiles of capital, free Builder on founding; -15% Yields beyond 6 tiles)
Civilization Ability: Mayab (+1 Amenity per adjacent Luxury Resource; Farms gain +1 Housing and +1 Production next to Observatories)
Unique Units: Hul'che, Observatory (+2 Science from Plantation adjacency, +1 from Farms)
Lady Six Sky's ability encourages a compact empire. Focus on establishing 5-6 cities within a 6-tile radius of your capital. Observatories should be placed near Plantations or Farms to leverage adjacency bonuses. This concentrated approach maximizes yield and ensures rapid technological advancement.
Leader Ability: The Grand Embassy (+1 Science and +1 Culture per 3 Technologies/Civics ahead of Russia on Trade Routes)
Civilization Ability: Mother Russia (+5 extra founding tiles; Tundra tiles grant +1 Faith and +1 Production; Units immune to Blizzards; enemies suffer double penalties in Russian territory)
Unique Units: Cossack, Lavra (Holy District replacement, expands by 2 tiles when a Great Person is spent)
While Peter is versatile, his ability to generate Science through Trade Routes makes him a strong contender for a Science victory. Early expansion is key, utilizing Russia's bonus founding tiles. Focus on establishing strong trade routes with technologically advanced civilizations and enhancing trade infrastructure (Harbors, Currency Exchange) to maximize Science gains.
Leader Ability: Ninu Ilu Sirum (Free lowest-cost building for any District except Government Plaza; free Envoy when building other districts)
Civilization Ability: Enuma Anu Enlil (Instant Eureka unlocks; -50% Science empire-wide)
Unique Units: Sabum Kibittum, Palgum (+2 Production and +1 Housing; +1 Food for adjacent Fresh Water)
Hammurabi's -50% Science penalty is offset by rapid expansion and leveraging Eurekas. Prioritize triggering Eurekas early, focusing on production and city growth. Don't prioritize Science buildings initially. Once you have several cities (aim for six by the Classical Era), build Campuses, utilizing the free lowest-tier building to gain a significant Science boost. Maintain a balance between Eureka exploitation and Science production in the later game.
These strategies, tailored to each civilization's strengths, can lead to significantly faster Science victories in Civilization VI than traditional approaches. Remember to adapt your strategy based on the game's circumstances and your opponents' actions.