In Civilization 6, each individual civilization has a totally unique playstyle with unique bonuses, units, and district options. To make matters more complex, most civilizations have a myriad of bonuses that allow them to approach all the victory conditions with greater flexibility. Three of the four victory conditions can be met with peace...
But screw all that, let's go to war! We're talking Domination Victory.
If you're looking for a great war focused leader to lead your civilization to a Domination victory, this guide is for you. Each of the leaders listed not only has a powerful military might, but also offers flexible options if you need to pivot away from the Domination victory condition if you need to. Even the best-laid war plans can go astray.
1. Scythia (Tomyris)
Scythia's Unique Bonuses and Abilities
- People of the Steppe: Receive a second cavalry unit or Saka Horse Archer each time you train a light cavalry unit or Saka Horse Archer.
- Killer of Cyrus: All units receive +5 Combat Strength when attacking wounded units. When they eliminate a unit, they heal up to 50 hit points.
Scythia's Unique Units and Buildings
- Kurgan: This unique tile improvement provides +1 Faith, +1 Gold, and an additional +1 Faith for each adjacent Pasture. A Kurgan cannot be built on a hill or near another Kurgan.
- Saka Horse Archer: This unique Classical Era ranged unit doesn't require horses to produce, has 4 Movement and Attack Range of 1.
Surprising no one at all, Scythia is on the top of this list.
Scythia automatically instills dread in all neighboring civilizations because the early military advantage is just so insanely powerful. The Saka Horse Archers are too easy to churn out without the need for horses – and with the People of the Steppe bonus giving you two units for the price of one.
This means that your horse army can carve a swath of destruction across the land very quickly and give a powerful early boost towards the Domination victory.
If Domination Doesn't Work Out: Religious Victory
Like all great civilizations, Scythia also has a great pivot: Religion. The Kurgan provides a nice bonus to Faith and makes the Religious victory a perfect switch should you struggle in late-game military endeavors. You could actually run straight for a Religious victory as well, since other civilizations might be too afraid to invoke the wrath of your cavalry.
2. England (Victoria)
England's Unique Bonuses and Abilities
- British Museum: Each Archaeological Museum holds 6 Artifacts instead of 3 and can support 2 Archaeologists at once.
- Pax Britannica: All found or conquered cities on a continent other than your home continent receive a free melee unit.
England's Unique Units and Buildings
- Royal Naval Dockyard: This unique District removes the Movement penalty for embarking and disembarking to and from this tile. +1 Movement for all naval units built in the Dockyard and generates Great Admiral points. This District also generates +2 Gold when built on a foreign continent.
- Redcoat: This unique Industrial Era unit gains +10 Combat Strength when fighting on a continent other than your Capital's and has no disembark cost.
- Sea Dog: This unique Renaissance Era naval uni can capture enemy ships. Cannot be seen unless adjacent to it.
Victoria's England has a bonkers combat edge in the mid-game that makes expansion and a Domination victory appealing. The mid-game power spike can really take other civilizations by surprise; a quick victory over another civilization can slingshot England ahead of the Domination track.
Additionally, England's Redcoats are so strong and adept at colonizing islands and establishing footholds in other continents that you will often have a tactical advantage in wars. It's hard for other civilizations to defend against England when you launch attacks from two fronts and ignore many coastline disadvantages. Plus, you'll likely have met more civs than your opponent and you might be able to snag some extra early allies.
If Domination Doesn't Work Out: Culture Victory
What makes England particularly strong is the ability to easily switch focus to Culture in the late game. If you struggle to overtake the few remaining civilizations, you can use England's colonies to start churning out Museums and other Culture hubs.
3. Greece (Gorgo)
Greece's Unique Bonuses and Abilities
- Thermopylae: Whenever you defeat an enemy unit in combat, you'll gain Culture equal to 50% of the base strength of that defeated unit.
- Plato's Republic: Gain one extra permanant Wildcard policy slot.
Greece's Unique Units and Buildings
- Hoplite: This Ancient Era unit replaces the Spearman and has +10 Combat Strength if there is at least one adjacent Hoplite unit.
- Acropolis: This replaces the Theater Square District and provides +1 Culture from each adjacent Wonder, +1 Culture from each adjacent District, and +1 Culture from each adjacent City Center.
Both Gorgo and Greece's other Leader, Pericles, have very powerful perks that make pursuing both Culture and Domination victories appealing. However, Gorgo's Themopylae bonus means that Culture is more of a safe backup plan for an aggressive Domination-focused game.
Additionally, the Hoplite is a powerful early unit, and the wildcard policy is invaluable for Greece's phenomenal flexibility.
If Domination Doesn't Work Out: Culture Victory
While Gorgo's Greece is well suited for Culture victory, the incredible flexibility to swap and pivot from Domination to Culture (or vice versa) is very safe. There's no reason not to shoot for a Domination victory and still be able to settle, if you have to, for a Culture victory.