

Settling near water is important for any civ to promote population growth. Get it done in the first two turns unless you’re dropped into a miserable wasteland. You’ll want to be near water when you put down roots, whether that’s a river or an ocean (definitely the latter if your leader and civ focus on sailing, like Norway and Harald Hadrada or Victoria and England).ĭon’t take too long to find the perfect place to found your empire. Choose your first city location carefully (but don’t dawdle)Įach Civilization game starts you off with a settler and a soldier. Next time out, you can be the bully on the block, preach the gospel to the rest of the world or welcome the world’s tourists with open arms. If you need oil or steel, but them isn’t available within your borders, you’ll have to trade for them with other leaders.Ī science victory lets you get your feet wet. You’ll also want to make sure that your relationships with other civilizations give you access to crucial commodities you can’t harvest on your own. Using negotiations, you can trade for technologies you’d rather not waste turns researching yourself.

This is also a great way to experiment with the diplomacy system, as making friends with other leaders will help keep you safe. Science victories allow you to secure your borders with a modest military while focusing on technologies and district improvements that serve your end game. Other good options for science victories are Arabia and Saladin (combining faith and technology) and Sumeria and Gilgamesh (whose ziggurats produce additional science along rivers). Just be careful that Peter’s rapid land grabs don’t raise the ire of your neighbors. Trade routes (more on them later) can bring in additional science from any culture that is more advanced than Russia. Peter I (sometimes known as Peter the Great) is a science and culture leech. Culture is tricky, religion will likely send you to war, and domination is harder than it sounds, because big armies need robust infrastructure.įor that reason, you might consider Russia. If you’re new to the Civilization series, we’d recommend a science victory to start with. Once you understand the different ways to win, it’s important to choose one of the 20 leaders that fits your play style. Founding a religion in Civilization VI is great fun, because you can call it anything you want. You need to convert at least half of every other civilization’s cities to your faith, in order to score this kind of win. Your path to victory is through the use of holy sites and religious agents like apostles, missionaries, and inquisitors. The longer the game goes on, the harder this is to accomplish since you need to have more visitors than all of the domestic tourists combined in each of the other civs.įinally, Civilization VI adds a religious victory for the first time. This is generated with open border treaties, archaeological finds, great works of art, holy sites, unique wonders and national parks.

Each of these requires special construction projects, with the final step demanding three components that can only be built in cities with a spaceport.Ĭultural victories rely on building tourism cache and welcoming foreign tourists.

A science win requires you to research a number of late-game technologies, launch a satellite into space, put a man on the moon, and establish a colony on Mars.
