The Complete Guide to Civilization 6 Victory Conditions

Thinking about leading a civilization to immortality in Sid Meier’s Civilization 6? The path there isn’t a single road but a complex network of them, each demanding a unique mix of foresight, adaptation, and ruthless execution. This isn’t a simple game of conquest; it’s a grand ballet of cultural influence, scientific ambition, divine will, political maneuvering, and, of course, military might. To truly triumph, you must not only build an empire but also define its destiny.

I’m here to break down the core mechanics of each victory condition, expose the critical strategies, and provide the kind of intelligence you can actually use in your next campaign. Forget the generic advice. We’re diving deep into the nuanced analysis required to outsmart your rivals and etch your civilization’s name into history. Whether you’re aiming to launch humanity to the stars, captivate the world with your culture, unite the globe under a single faith, conquer all who stand before you, or master the art of diplomacy, your journey to absolute victory starts right here.


The Foundations: Universal Principles for a Thriving Empire

Before you lock in on a specific victory path, you have to understand that no strategy exists in a vacuum. Every single victory condition is built on the same five pillars: Production, Science, Culture, Gold, and Faith. Mastering the interplay between these is non-negotiable.

Your first few decisions will echo through the ages. Where you place your first cities is paramount. Always look for fresh water, high food tiles to grow your population, and production-rich tiles like hills and forests to churn out districts and units. Your population is the engine of your empire—more citizens mean more districts, which means more specialized yields.

Don’t underestimate Era Score. Triggering Historic Moments—like being the first to circumnavigate the globe, building a wonder, or converting a city—is how you generate it. Rack up enough, and you’ll launch into a Golden Age, unlocking powerful Dedication bonuses that can seriously accelerate your victory plan. If you fall short, you’ll be plunged into a Dark Age, which will test your empire’s Loyalty. But even that can be strategic, offering unique policy cards that can catapult you into a Heroic Age if you recover effectively. Stay flexible; a strong science start might unexpectedly open a path to domination, or a faith-heavy opening could pivot into a cultural powerhouse.


The Science Victory: A Technological Sprint to the Stars

The Science Victory is a pure test of ingenuity and industrial might—a race to leave Earth behind and build a colony in the cosmos. It’s a focused, project-heavy path that demands immense Science and Production from a handful of hyper-specialized cities.

The Celestial Roadmap

With the Gathering Storm expansion, here’s the multi-stage process you’ll follow:

  1. Launch an Earth Satellite: Your first step into the void. This requires researching Rocketry and building a Spaceport district.
  2. Land a Human on the Moon: The next leap requires the Satellites technology, followed by completing the Launch Moon Landing project.
  3. Establish a Mars Colony: This phase is three separate projects unlocked by later technologies: the Mars Habitation, Reactor, and Hydroponics modules.
  4. Launch the Exoplanet Expedition: The final, massive undertaking. After researching the needed tech, you launch the expedition, which travels at a base speed of 1 light-year per turn.
  5. Accelerate the Expedition: To speed up your ship, you need to build two key city projects: the Terrestrial Laser Station and the Lagrange Laser Station. You can and absolutely should build multiple laser stations in any city with a Spaceport. The expedition has to travel 50 light-years, and the more power you feed your laser projects, the faster it gets there.

The Engine of Progress: Science and Production

Your entire game will revolve around maximizing two key yields:

  • Science (Beakers): This is your fuel. You have to stay at the forefront of technology. Build Campuses everywhere, making sure to maximize their adjacency bonuses from mountains and geothermal fissures. Get Libraries, Universities, and Research Labs up as soon as you can. Policy cards like Natural Philosophy (doubles Campus adjacency) and Rationalism (boosts science in high-population cities) are essential.
  • Production (Hammers): Science unlocks the projects, but Production builds them. The Spaceport and its projects are incredibly expensive. You’ll need to designate one to three cities as your “space program” hubs. These cities need high base production, boosted by a well-placed Industrial Zone with Factories and a Power Plant. The Governor Magnus, with his Vertical Integration promotion, is a beast in a city that’s also being fed by Industrial Zones from surrounding cities. The Ruhr Valley wonder is a complete game-changer for a single city’s production.

Key Civilizations, Wonders, and Great People

  • Ideal Civilizations: Korea (Seondeok) is a scientific giant; her Seowon district provides huge science without needing specific adjacency. Scotland (Robert the Bruce) can use happy cities to generate massive science and production. Germany (Frederick Barbarossa) is a production powerhouse thanks to the Hansa, an Industrial Zone replacement that gets huge adjacency from Commercial Hubs. Australia (John Curtin) gets insane production bonuses when someone declares war on him, letting you turn defense into scientific progress.
  • Essential Wonders: The Oracle (cheaper Great People), Oxford University (+20% science in its city and free techs), and the Ruhr Valley are top-tier.
  • Crucial Great People: Great Scientists like Albert Einstein and Isaac Newton give you eurekas and instant science boosts. Great Engineers are just as vital. People like James of St. George can instantly finish city defenses, freeing up production, while later engineers like Sergei Korolev give massive boosts to space race projects.

Actionable Strategy

Let’s say you’re playing as Korea. Your early game is all about expanding and dropping a Seowon in every city. Rush for key techs like Writing, Education, and Scientific Theory. In the mid-game, build up your core cities’ infrastructure with a focus on production. Your capital, or another high-production city, should be prepped for the Spaceport. In the late game, nothing matters more than the space race. Funnel trade routes into your spaceport cities for extra production. Use spies to sabotage the spaceports and industrial zones of your scientific rivals. And don’t forget your military; a strong defensive force is crucial to stop opponents from getting ideas while your eyes are on the stars.


The Culture Victory: Winning Hearts and Minds

The Culture Victory is the most nuanced and, I’d argue, the most complex path in the game. It’s not about what your people have, but what everyone else’s people want. You win by becoming the world’s number one tourist destination.

The Mechanics of Influence: Tourism vs. Culture

To get this victory, you have to understand its core offense/defense dynamic:

  • Culture (Your Defense): Your cumulative Culture generation creates Domestic Tourists. Think of them as people from your civilization who are happy to vacation at home. The more Culture you generate, the more Domestic Tourists you have.
  • Tourism (Your Offense): Your attractions generate Tourism, which pulls in Foreign Tourists from other civilizations.

The goal is simple to say but hard to do: You need more visiting Foreign Tourists than any other single civilization has Domestic Tourists.

The Sources of Tourism: A Diverse Portfolio

A successful Culture Victory means building a multi-faceted tourism portfolio.

  • Great Works: This is your foundation. Generate Great Writers, Artists, and Musicians to create Great Works of Writing, Art, and Music. House them in Amphitheaters, Art Museums, and Broadcast Centers inside your Theater Square districts. Theming Bonuses are critical: an Art Museum gets a massive Tourism boost if it holds three Great Works of the same type (e.g., three Religious paintings) but from three different artists. The same logic applies to Archaeological Museums.
  • Artifacts: Once you research Natural History, you can build Archaeological Museums and train Archaeologists. They excavate Antiquity Sites and Shipwrecks for Artifacts. Theming these museums (e.g., three artifacts from the same era but different civs) also gives a huge Tourism bonus.
  • Wonders: Many wonders provide a flat amount of Tourism. Late-game wonders like the Eiffel Tower and Cristo Redentor are game-changers. The Eiffel Tower boosts the Appeal of every tile in your empire, which is vital for National Parks and Seaside Resorts. Cristo Redentor boosts the Tourism from your Seaside Resorts and cancels out the negative tourism modifier from the Enlightenment civic in other civs.
  • National Parks: Using a Naturalist (bought with Faith), you can create National Parks on a four-tile diamond of high-appeal land owned by one city. This is a massive source of late-game Tourism.
  • Seaside and Ski Resorts: These tile improvements generate Tourism based on the tile’s Appeal. Plant forests and remove marshes to boost Appeal.
  • Rock Bands (Gathering Storm): These faith-purchased units are your late-game cultural nukes. They travel to other civs and perform concerts, generating enormous bursts of Tourism. Their promotions are key, letting them earn more tourism or even reduce a rival’s domestic tourist count.

Key Civilizations, Policies, and Techs

  • Ideal Civilizations: Greece (Pericles) gets extra culture for every city-state he’s suzerain of, fueling his race through the civics tree. France (Catherine de Medici or Eleanor of Aquitaine) has strong bonuses for wonders and Great Works. Sweden (Kristina) is a powerhouse who can automatically theme her museums and gains favor for every Great Person. Kongo (Mvemba a Nzinga) gets huge yields from Artifacts and Relics. America (Bull Moose Teddy) is fantastic with high-appeal land, generating Science and Culture from breathtaking tiles.