Peter the Great also grants bonuses to international trade routes, which can be another effective way to spread your religion to far away civs. You'll soon be generating more faith than you'll know what to do with, and can go about converting the world.
The Lavra allows you to get the pick of your pantheons - considering Russia typically starts in colder climates, "Dance of the Aurora" is usually your best bet. They come online earlier than Holy Sites, and they provide a better boost. Russia's religious prowess begins with their unique district: the Lavra. However, few civs can overpower others with prayer like Russia, as they can utilize multiple methods to spread their faith. Religion is another tricky one to judge, as there are a few different routes you can find success with when aiming for a religion victory. Other good Culture options: Canada, China, America Religion Once you start getting them up and running, it might be too late to stop you. It can generate a massive amount of tourism for every city in your empire, and they can be built much earlier than tourism producers in other civs. The Open Air Museum is where Sweden really shines, however. Kristina herself makes it much easier to theme your great works, granting you massive bonuses if you're able to find the right sets. The first boon towards a culture victory comes from your leader ability. If you get out to a strong cultural jump, it can discourage other players and snowball into enough of an advantage that it doesn't matter who tries to catch you. However, Kristina's cultural abilities overall seem like the strongest, mainly because they can come online much faster than many other civs. This is one of the trickier ones, as lots of civs utilize culture in a variety of strong ways. Other good Science options: Arabia, Scotland Culture The general plan for Korean victory involves getting so far ahead early on that you can basically turtle up and defend your cities against inferior units as you rush to build the spaceship.
In addition, Governors add even more science to your already massive output. If you can find lots of hilly areas to abuse Seowons, you will be tough to catch. It provides a lot of science on its own, especially early on, and also grants a science bonus to adjacent mines. The biggest boon to Korea's scientific success is their unique district, the Seowon.
Their ability to outpace the other civs on the tech tree make them formidable in other victory types if they can get far enough ahead, but it is tougher to pivot from the science path if it doesn't look like it will work. Like the Zulu and domination, Korea will almost always be shooting for a science victory. Other good Domination options: Scythia, Greece Science The Zulu military might can get out of control in a hurry if their opponents don't disrupt it. Many military civs are bogged down when they start trying to capture cities, but the Zulu can actually strengthen their army if they strategically capture. Their Armies and Corps gain a strength bonus, can be trained earlier than other civs get similar units, and can be trained directly.įinally, capturing cities upgrades a unit to a Corps and a Corps to an Army if you have the proper civics researched. Their unique unit, the Impi, is a monster against Knights, which are usually the dominant forces of the medieval era. Nearly all the Zulu's unique traits revolve around building up powerful medieval armies and stomping everyone else. There are a few major factors that allow the Zulu to be militarily dominant, but the big one is their ability to gain Corps and Armies much earlier than other civs. They offer no particular cultural, civic, or religious benefit, but they are really good at dominating on the battlefield.Įven if you can't completely secure your Domination victory when you start firing on all cylinders, the Zulu should be able to secure you enough advantage through the midgame to coast to victory however you see fit. If you choose the Zulu as your civ, you're immediately tipping your hand that you'll be focusing on military. These may not be applicable in the base game. Note: These apply to the changes implemented in the Gathering Storm expansion.
Keep in mind that each playthrough is different, and that you do need to consider your opponents in some regard when choosing your civ.įeel free to post your own opinions in the comments. Here we'll be going over the best civ choices for each victory type, and you may be surprised by some of them. Some, such as Korea, are obviously geared towards particular playstyles but others, such as Russia, are a little more difficult to pin down. Each playable civ in Civilization 6 has its own strengths and weaknesses that make them best suited to certain victory types.