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Religious Victories Excel: Ranking Civilization VI's Top Contenders

Author : Eleanor Jan 26,2025

Religious Victories Excel: Ranking Civilization VI

Mastering Religious Victories in Civilization VI: A Guide to the Fastest Faith Civs

Achieving a Religious Victory in Civilization VI can be surprisingly swift, particularly if you're not facing heavy religious competition. Several civilizations excel at generating Faith, rapidly securing Holy Sites, and ultimately securing a Religious Victory. While some civs offer more consistent religious victory potential, these leaders can achieve remarkably fast wins under the right circumstances and with focused Faith strategies.

Theodora - Byzantine: Conquest and Conversion

  • Leader Ability (Metanoia): Holy Sites gain Culture equal to their adjacency bonus. Farms receive +1 Faith from adjacent Hippodromes and Holy Sites.

  • Civilization Ability (Taxis): +3 Combat and Religious Strength per converted Holy City. Killing an enemy unit spreads your religion to its owner.

  • Unique Units: Dromon (Classical ranged unit), Hippodrome (replaces Entertainment Complex, grants Amenities and a free Heavy Cavalry).

Theodora's strategy centers on religious warfare. The Byzantine ability boosts combat and religious strength for each converted Holy City, while unit kills spread your faith. Hippodromes facilitate rapid conquest by providing free Heavy Cavalry. Her Holy Site Culture bonus accelerates Civic progression; prioritize Theology and Monarchy for extra Policy Slots. The Crusades founding belief enhances combat strength against units of your religion, allowing for efficient city conversion before invasion. Combine military pressure with Missionaries and Apostles for swift Holy City conversions.

Menelik II - Ethiopia: Hilltop Faith Generation

  • Leader Ability (Council of Ministers): Cities founded on Hills gain Science and Culture equal to 15% of their Faith output. +4 Combat Strength for units on Hills.

  • Civilization Ability (Aksumite Legacy): Resource improvements gain +1 Faith per copy. International Trade Routes gain +0.5 Faith per resource in the origin city. Archaeologists and Museums can be purchased with Faith.

  • Unique Units: Oromo Cavalry (Medieval Light Cavalry), Rock-Hewn Church (+1 Faith per adjacent Mountain or Hill, provides Tourism from Faith after Flight, spreads +1 Appeal).

Menelik II's strength lies in his Leader ability. Founding cities on Hills provides a significant boost to Science and Culture alongside Faith, preventing imbalances. Focus on Faith buildings early to secure the first Pantheon and Religion. Maximize Rock-Hewn Church Faith bonuses by placing them near Mountains and Hills. Accumulate Bonus and Luxury Resources, trading with resource-rich civilizations. Prioritizing Culture alongside Faith accelerates Civic progression, unlocking Religious influence-boosting policies.

Jayavarman VII - Khmer: River-Based Faith Boom

  • Leader Ability (Monasteries of the King): Holy Sites gain Food equal to their adjacency bonus, +2 adjacency from Rivers, +2 Housing near Rivers, and trigger a Culture Bomb.

  • Civilization Ability (Grand Barays): Aqueducts provide +1 Amenity and +1 Faith per citizen. Farms gain +2 Food near Aqueducts and +1 Faith near Holy Sites.

  • Unique Units: Domrey (Medieval Siege unit), Prasat (+6 Faith, Relic slot, extra Housing, Culture, and Food with certain beliefs). +0.5 Culture per citizen.

Jayavarman VII excels at rapid Cultural and Religious victories. His Leader ability makes Holy Sites near rivers incredibly powerful, generating massive Faith, Housing, and Culture. The Khmer ability further boosts Faith and Amenities from Aqueducts. The Prasat provides substantial Faith and Culture. Prioritize Holy Sites near rivers, build Aqueducts, and utilize Wonders like the Great Bath and Hanging Gardens to enhance growth and mitigate river downsides. Generate Apostles (or Missionaries) to rapidly convert Holy Cities.

Peter - Russia: Tundra Domination

  • Leader Ability (The Grand Embassy): Trade Routes with more advanced civilizations grant +1 Science and +1 Culture per 3 technologies or civics they possess.

  • Civilization Ability (Mother Russia): +5 extra city tiles. Tundra tiles grant +1 Faith and +1 Production. Units are immune to Blizzards; enemies suffer double penalties in Russian territory.

  • Unique Units: Cossack (Industrial Era), Lavra (replaces Holy Site, expands by 2 tiles when a Great Person is spent).

Peter's Russia is a formidable contender for any victory type, but particularly excels at Religious Victories. His ability to expand city borders using Great People in Lavras, combined with the Faith and Production bonuses from Tundra tiles, allows for rapid expansion and Faith generation. The Dance of the Aurora pantheon further amplifies Tundra yields. Utilize the Magnus promotion to prevent population loss during expansion, and build Builders to exploit new resources. St. Basil's Cathedral provides additional Tundra tile bonuses. Peter's strategy leverages early game expansion and Tundra exploitation for an overwhelming Faith advantage.