In the intricate tapestry of Civilization 6, where empires rise and fall on the tides of culture, science, and military might, the Religious Victory path offers a unique challenge. It’s a battle for the very soul of civilization, waged not with swords and siege engines, but with Missionaries and Apostles. But what if a hidden path to divine dominance existed, one that lies not within the fortified walls of rival cities, but in the untamed wilds where barbarian clans roam? This guide explores a fascinating hypothetical: what if you could achieve a Religious Victory by converting barbarian clans?
The standard path to a Religious Victory is clear: your religion must be predominant in every major civilization. This often leads to a direct and sometimes costly confrontation with other faith-driven empires. However, if the scattered and often troublesome barbarian clans could be brought into the fold, this would fundamentally reshape the strategic landscape. Analysis on forums shows that players have long pondered the untapped potential of barbarians, and this guide delves into the strategic implications of such a game-changing mechanic.
The New Genesis: Early Game Strategies
In this hypothetical scenario, the early game becomes a frantic race to not only found a religion but also to claim the souls of the unconverted. The player community has long emphasized the importance of a strong start, and this new dynamic would only amplify that need.
Prioritizing Faith and First Contact
Your first priority, even more so than in a standard religious game, is to generate Faith at an accelerated rate. Every moment wasted is a potential clan lost to the void or, worse, to a rival deity.
- Holy Site Rush: The construction of a Holy Site should be your immediate goal after establishing your capital. The adjacency bonuses from mountains, woods, and natural wonders are critical. A popular strategy is to settle your first city with a Holy Site location already in mind.
- Pantheon Selection: The choice of a Pantheon becomes even more pivotal.
- God of the Forge: While unconventional for a religious game, the +25% production towards ancient and classical era military units would be invaluable. Early military strength would be essential for safely approaching and protecting your religious units from barbarian aggression.
- Initiation Rites: This pantheon, which grants +50 Faith for each barbarian outpost cleared, would become a top-tier choice. It creates a powerful feedback loop: clear a camp, gain Faith, and use that Faith to convert other camps.
- Early Exploration: Your initial warriors and scouts have a dual purpose. They are not just for finding city-states and natural wonders, but for locating barbarian outposts. Early and continuous reconnaissance is the only way to build a comprehensive map of potential converts.
The First Conversion: A New Era of Evangelism
Once your religion is founded, the real work begins. The first Apostles and Missionaries to venture into the wild would be pioneers, laying the groundwork for a new kind of religious empire.
- Apostles over Missionaries: Many professional gamers suggest that Apostles, with their ability to gain promotions, would be far more valuable than Missionaries in this endeavor. A single, well-promoted Apostle could potentially convert multiple clans.
- Key Promotions:
- Heathen Conversion: This existing promotion, which allows an Apostle to convert all adjacent barbarians to your side, would become the cornerstone of this strategy. It would need to be re-imagined to not just convert military units, but the clan itself.
- Translator: The ability to triple the strength of religious spread in foreign cities would be re-interpreted to apply to barbarian clans, making their conversion a swift and decisive act.
- Protecting Your Emissaries: The early game would see a fascinating interplay between religious and military units. Your Apostles would need escorts. A popular strategy would likely involve moving a warrior and an Apostle in tandem, using the warrior to absorb any initial barbarian aggression before the Apostle can begin the work of conversion.
Mid-Game Crusades: Building a Barbarian Theocracy
As you enter the classical and medieval eras, the game would shift from opportunistic conversions to a systematic campaign of religious expansion among the clans. Your goal is to create a network of converted clans that act as a buffer against your rivals and a source of immense religious pressure.
The Converted Clan: A New Type of Vassal
What would a “converted” barbarian clan look like? It wouldn’t simply disappear. Instead, it would become a new entity on the map, a sort of “religious city-state” loyal to your faith.
- Faith Generation: Each converted clan could provide a steady stream of Faith, similar to a city-state with a suzerain. This would create a powerful snowball effect, where each conversion fuels the next.
- Religious Pressure: Converted clans would exert religious pressure on nearby cities, both yours and your rivals’. A well-placed network of converted clans could effectively surround a rival’s territory, making their cities ripe for conversion.
- Defensive Allies: While not directly controllable, converted clans would act as a defensive bulwark. They would no longer spawn hostile units and could potentially even defend your borders against rival incursions.
Theocratic Governance and Policies
The choice of government and policies would be critical to maximizing the effectiveness of this strategy.
- Theocracy: Rushing for the Theocracy government would be more important than ever. The discount on Faith purchases and the additional religious policy slots would be essential for maintaining a steady stream of Apostles.
- Policy Cards:
- Scripture: The increased religious pressure from your Holy Sites would be amplified by the pressure emanating from your converted clans.
- Containment: This late-game policy, which grants +10 strength to your Apostles in theological combat, would be invaluable for defending your converted clans from the advances of rival religions.
Wonders of the Wild
Certain wonders would take on a new level of importance in this scenario.
- Mahabodhi Temple: The two free Apostles granted by this wonder would be a massive boon, allowing you to immediately expand your conversion efforts.
- Hagia Sophia: The extra charge for all Missionaries and Apostles would be a game-changer, effectively increasing the efficiency of your religious units by 50%.
Late Game Apocalypse: The Final Reckoning
In the late game, the map would be a patchwork of established civilizations and a sprawling network of converted barbarian clans. The final push for victory would involve a combination of traditional religious conversion and a new kind of “barbarian crusade.”
The Great Schism: Rival Religions and Barbarian Heretics
Your rivals would not stand idly by as you convert the world’s clans. They would send their own Apostles to try and convert your barbarian flock, leading to a new and dynamic form of theological combat.
- Defending Your Flock: Your Apostles would have to patrol your network of converted clans, defending them from rival religious units. The “Debater” promotion, which grants a +20 combat strength bonus in theological combat, would be essential for these “heretic hunters.”
- The Inquisition: Launching an Inquisition would not only allow you to purge rival faiths from your own cities but could also be used to “cleanse” your converted clans of any encroaching heresies.
The Final Conversion: A World United in Faith
The endgame would be a race to convert the last remaining major civilizations. Your network of converted clans would play a crucial role in this final act.
- Overwhelming Religious Pressure: The sheer volume of religious pressure emanating from your cities and your vast network of converted clans would make it incredibly difficult for your rivals to resist your faith.
- Apostle Swarms: With the immense Faith generation from your converted clans, you would be able to produce a veritable swarm of Apostles, overwhelming any remaining resistance through sheer numbers.
A New Path to Divinity
The ability to convert barbarian clans would transform the Religious Victory from a niche pursuit into a dynamic and engaging path to dominance. It would create a more interactive and unpredictable world, where the untamed wilds hold the key to divine favor. This hypothetical mechanic would force players to rethink their early game priorities, to develop new strategies for exploration and expansion, and to engage in a new and exciting form of theological combat. While this remains a “what if” scenario, it highlights the incredible depth and strategic possibility that lies at the heart of Civilization 6. The player community’s desire for more dynamic and interactive systems is a testament to the game’s enduring appeal, and the idea of a barbarian crusade is a tantalizing glimpse into what could be.