Civilization 6: The 5 Best Leaders for a Cultural Victory
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Civilization 6: The 5 Best Leaders for a Cultural Victory

Civilization 6: The 5 Best Leaders for a Cultural Victory

Civilization 6: The 5 Best Leaders for a Cultural Victory

There Are Lots of ways to acquire a match of Civilization 6, whether it be by absolutely dominating competitions In battle or from being the first civilization to explore the huge unknown of space. The game may also be just one by creating more Tourism than every other Civilization and being crowned the Cultural Leader of the World. Players win with more overseas tourism within their own cities compared to the other leaders who possess national tourism. It is quite a tricky thing to pull in many instances.

In this continuing series, we are covering the top leaders for every win condition. In the last setup, we covered the leaders best suited to its evasive Diplomatic Victory. The governmental Victory is among the more complex win states because it can be a true battle to add tourism contrary to other high-Culture Civilizations, but enjoying these five leaders will surely help.

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Eleanor of Aquitaine (France)

Eleanor of Aquitaine is among the craziest and enjoyable leaders to play in the sport and among those most populous leaders If performed with a proficient player. Eleanor is also the only leader that could lead to two distinct Civilizations: both England and France. To get a Culture Victory, choosing the France version of Eleanor is most likely the thing to do. She’ll get entry to France’s Civilization Skill: Grand Tour. This grants France that a 20 percent to Generation of Medieval, Renaissance, and Industrial Wonders, while also awarding dual Tourism from all Wonders. Wonders are a good way to have a head start on Tourism, and having the ability to make them quicker than several Civilizations is obviously a plus.

Eleanor’s unique Leader Ability is the Court of Love. This really is the reason Eleanor is among the very fun Leaders to perform as. For every single fantastic Function in a City will trigger neighboring opposing towns inside 9 tiles to shed 1 Loyalty per turn. If the opposing City that’s being affected by Eleanor drops because of Loyalty, then it’s instantly converted into Eleanor’s control instead of visiting a Free City. This ability stacks for each Fantastic Work in town and pairs nicely with additional perks, activities, and Governor skills that reduced opposing towns’ Loyalty.

Additionally, it goes really well with the Cultists from the Secret Societies Game Mode. Eleanor’s strategy to converse is to collect plenty of Great Works and make sure that neighboring Civilizations can’t exist close to her. She’s concurrently developing a pacifism Domination Victory while also skyrocketing the Society up Victory leaderboard as a result of the sheer variety of great works she’s.

Gorgo/Pericles of Greece

Greece is among those Civilizations in Civilization 6, which Includes two leaders. But, both Gorgo and Pericles really can thrive from the Culture match but approach the game quite differently. The Greek authority is Plato’s Republic that grants an extra Wildcard Policy slot at each authority.

This capacity is fine and works well with some of the excellent Government Policies from the sport , But is by no way a game-changer. Greek unique infrastructure, the Acropolis, is a lot more intriguing. The Acropolis replaces the Theater Square, is more economical to create, and contains a more powerful adjacency bonus into the Theater Square. In addition, it awards 1 Envoy each time that an Acropolis is constructed, which is fantastic for Pericles. The only trade-off is the Acropolis can simply be built on hills, so gamers must plan their beginning place carefully.

Together with Gorgo, her Leader Ability is Thermopylae. Whenever Gorgo defeats an enemy unit, she’s awarded exude equivalent to 50 percent of the unit’s Combat Power. Gorgo can shine at Culture, particularly early on, by clarifying the map in search of Barbarian Outposts to clean. She could go to war with a different Civilization, but Barbarians are mainly a safer strategy. Gorgo gets an early sprint at the Culture game when she’s proactive with her army components, which allows her setup to get a bigger, more widespread Society strategy well-before some other Civilization is close.

Pericles is a considerably Friendlier strategy, capitalizing on the usage of City-States to gas Cultural growth. Pericles’ capacity is Surrounded by Glory. Also this Capacity grants Pericles +5% student each City-State which Pericles is the Suzerain of. This pairs exceptionally well with the Acropolis also will Give Pericles a different benefit to holding the Suzerainship of these City-States The whole game. If done properly and Pericles has maybe 5 City-States under his hands, then that is a whopping +25% student. And If Pericles is creating a fantastic quantity of Culture with this incentive, Then Pericles will be completely dominating the Culture generation.

 

Kristina is an absolute powerhouse in both the Cultural and Diplomatic Victory game. To start, Sweden’s Civilization Ability makes it so that whenever Kristina recruits a Great Person, she gains 50 Diplomatic Favor. Additionally, she generates +1 Great Engineer Points from Factories and +1 Great Scientist Points from Universities. Whenever Sweden is in the game, three (usually Great Person-focused) World Congress Competitions are added to the game. Recruiting Great People is always great, but in terms of Cultural Victories, Sweden’s real treasure is their Open-Air Museum improvement.

These tile improvements can be built once per city, and give +2 Culture and +2 Tourism for each type of terrain (Snow, Tundra, Desert, Plains, and Grasslands) in the Swedish control. This bonus is massive and really incentivizes spreading out cities to maximize the number of unique terrains in the empire for massive bonuses. The Open-Air Museum also provides +2 Loyalty per turn to help make up for having to settle away from the Capital.

Kristina’s Leader Ability is Minerva of the North, which automatically Themes any building with at least three Great Work slots (or Wonders with at least 2 Great Work slots) once those slots are filled. Themeing is usually a tedious and frustrating process that involves trading or managing Great Works to gain a considerable bonuses to Tourism. Kristina gets to skip over all that and just reap the rewards.

Additionally, Kristina also has the unique Queen’s Bibliotheque building for the Government Plaza that grants +2 Great Writer Points per turn, +2 Great Artist Points per turn, +2 Great Musician Points per turn, 2 Great Works of Writing Slots, 2 Great Works of Art slots, 2 Great Works of Music slots, and a Governor Title. Talk about a MASSIVE bonus for a simple improvement. This only further helps Kristina snowball into a Cultural or Diplomatic Victory with how quickly she’ll be racking up Great People.

 Pedro II of Brazil

Pedro II of Brazil is one of the few Civilizations that can really thrive in the Rainforest tiles of Civilization 6. However, it is the pairing of Brazil’s Civ Ability and Pedro II’s Leader Ability that really makes Pedro II dominate in the Culture game. To start, Brazil’s Civilization Ability is Amazon, which provides massive bonuses to Rainforests that keep these tiles relevant the entire game. Amazon makes Rainforest tiles provide +1 Adjacency Bonus to Campus, Commercial Hub, Holy Site, and Theater Square districts. Additionally, the tiles provide +1 Appeal to adjacent tiles rather than the usual -1 Appeal.

This perk can give huge boons to any district built that is surrounded by Rainforest tiles – and Pedro II is always going to spawn near Rainforests thanks to his spawn bias. The +1 Appeal also comes into play in the late-game when building National Parks becomes a priority, as Brazil’s Rainforest tiles will be very appealing.

Pedro II’s Leader Perk is no less impressive, though a little less flashy overall. Pedro II has Patron of the Arts. When Pedro II recruits a Great Person, he gets 20% of the point cost refunded back to him, allowing him to get a head start on the next Great Person of that type. This is not limited by Great Person type, so Pedro II can very easily amass a large number of Great People, and should likely never pass up on a Great Person.

Wilhelmina of the Dutch

Wilhelmina also made an appearance on our Best Science Victory Leaders breakdown, but that is due to how versatile Wilhelmina’s kit really is. Starting with the Dutch Civilization Ability: Grote Rivieren. Grote Rivieren grants +2 Adjacency Bonus to Campus, Theater Square, and Industrial Zone districts that are settled adjacent to a River. Additionally, building Harbors triggers a Culture Bomb, and the Dutch get +50% bonus Production toward Dams and Flood Barriers. The +2 Adjacency Bonus is a massive boon and should not be slept on. Wherever possible, Theater Squares should be adjacent to Rivers to maximize Culture generation.

Wilhelmina’s Leader Ability is Radio Oranje. Radio Oranje improves Wilhelmina’s Trade Routes, both domestic and international. Domestic Trade Routes generate +1 Loyalty in the starting City, and International Trade Routes to and from a Dutch city generate +1 Culture for the Netherlands. Wilhelmina should ensure that she has as many Trade Routes running as possible, and join Alliances to try to encourage other Civilizations to trade with her as well. Using these tactics, she should be able to rake in a ton of Culture from Trade Routes alone, not to mention the bonuses from the River Adjacency Bonuses.

These leaders will serve the player very well when trying to tackle the challenging Cultural Victory. It can be one of the most difficult Victory Conditions to achieve depending on which Leaders are in the game, but if playing as one of these five (six counting the two Greek Leaders), then players should definitely be in decent shape.

Civilization 6: The 5 Best Leaders for a Cultural Victory
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