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Top Civs to Conquer with Faith: Civilization VI

Author : Skylar Jan 18,2025

Top Civs to Conquer with Faith: Civilization VI

Civilization VI: Fastest Religious Victory Paths

Securing a Religious Victory in Civilization VI can be surprisingly swift, especially if the competition for religious dominance is limited. While many civilizations boast strong religious capabilities, some excel at achieving this victory type far more efficiently than others. This guide highlights the Civ VI leaders best suited for a rapid Religious Victory, focusing on strategies that maximize their unique strengths.

Theodora – Byzantine Empire: Conquest and Conversion

Leader Ability: Metanoia – Holy Sites gain Culture equal to their adjacency bonus; Farms gain +1 Faith from Hippodromes and Holy Sites.

Civilization Ability: Taxis – +3 Combat and Religious Strength per converted Holy City; killing a unit spreads your religion.

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

Theodora's strategy revolves around a potent blend of religious warfare and conquest. The Taxis ability provides significant combat and religious boosts for each converted Holy City, making expansion both easier and more faith-generating. The Hippodrome ensures a steady supply of Heavy Cavalry, further bolstering military might.

Key Strategy: Utilize the "Crusades" founding belief for extra combat strength against units of your religion. Focus on converting cities before conquering them, leveraging the continuous religious spread from conquered cities and the death of enemy units. Combine military pressure with active missionary work for swift conversions.

Menelik II – Ethiopia: Hill-Based 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 grant +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 tile, provides Tourism from Faith after Flight).

Menelik II's strength lies in efficient Faith generation from strategic city placement and resource management. His leader ability allows for balanced growth in Science and Culture without sacrificing Faith output.

Key Strategy: Found cities on hills to maximize the Council of Ministers bonus. Acquire and utilize multiple copies of Bonus and Luxury Resources. Construct Rock-Hewn Churches near mountains and hills for optimal Faith generation. Prioritize early Pantheon and Religion acquisition.

Jayavarman VII – Khmer: River-Based Faith Powerhouse

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).

Jayavarman VII offers a unique approach to rapid Faith generation. His leader ability makes Holy Sites near rivers incredibly powerful.

Key Strategy: Place Holy Sites adjacent to rivers to leverage the significant Faith, Housing, and Culture bonuses. Prioritize Aqueduct construction for additional Amenities and Faith. Utilize Wonders like the Great Bath and Hanging Gardens to boost growth and counteract the potential downsides of river placement. Actively spread your religion with Apostles and Missionaries.

Peter – Russia: Tundra Domination

Leader Ability: The Grand Embassy – Trade Routes grant +1 Science and +1 Culture for every 3 Technologies or Civics the trading partner is ahead of Russia.

Civilization Ability: Mother Russia – +5 extra tiles on city founding; Tundra tiles grant +1 Faith and +1 Production; Units are immune to Blizzard; warring civilizations 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 there).

Peter's strategy revolves around exploiting the unique advantages of Tundra terrain. His civilization ability provides a significant boost to Faith and Production in Tundra tiles.

Key Strategy: Utilize the early game bias towards Tundra to rapidly expand and build Lavras. Employ the "Dance of the Aurora" Pantheon for additional Tundra bonuses. Use Great People to expand city borders and secure resources. The Lavra's expansion capability allows for rapid territorial growth and resource acquisition.

These strategies, when executed effectively, can lead to remarkably fast Religious Victories in Civilization VI. Remember that success depends heavily on map generation, opponent actions, and your ability to adapt your strategy as the game progresses.