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Civilizations Dominating the Religious Conquest

by Emery Feb 11,2025

Civilizations Dominating the Religious Conquest

Civ 6's Fastest Religious Victory Paths: Top Faith Civs

Achieving a Religious Victory in Civilization 6 can be surprisingly swift, especially if you're not facing intense religious competition. Several civilizations excel at generating Faith, rapidly securing Holy Sites, and ultimately securing a quick Religious victory. While some civs offer more reliable paths, these leaders shine when conditions are right and Faith strategies are prioritized.

Theodora - Byzantine: Conquest and Conversion

Leader Ability: Metanoia (Holy Sites gain Culture equal to 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 Byzantium excels at religious warfare. The Taxis ability boosts combat and religious strength for each converted Holy City, and killing enemy units spreads your religion. Hippodromes facilitate rapid conquest by providing free Heavy Cavalry. Her Holy Site Culture bonus accelerates Civic progression; prioritize Theology and Monarchy for more Policy Slots.

Theodora is ideal for a combined Domination/Religious strategy. Focus on combat encounters to spread your religion; you don't need to conquer every civilization. The Crusades founding belief enhances combat strength against same-religion units. Convert cities before invading, ensuring continuous religious influence and damage bonuses. 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 purchasable 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; spreads +1 Appeal).

Menelik II's strength lies in his Leader ability. Founding cities on Hills provides Science and Culture alongside Faith, allowing balanced development. Prioritize Faith buildings early to secure the first Pantheon and Religion. Construct Rock-Hewn Churches near mountains and hills for maximum Faith.

Maximize Bonus and Luxury Resource copies and trade with resource-rich civilizations. The Hilltop placement balances yields, allowing rapid Civic progression and increased Religious influence.

Jayavarman VII - Khmer: River-Based Faith Boom

Leader Ability: Monasteries of the King (Holy Sites gain Food equal to adjacency bonus; +2 adjacency from Rivers; +2 Housing near Rivers; triggers Culture Bomb).

Civilization Ability: Grand Barays (Aqueducts provide +1 Amenity and +1 Faith per citizen; Farms gain +2 Food near Aqueducts, +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 is excellent for both Cultural and Religious victories. His Leader ability makes Holy Sites near rivers incredibly powerful, generating massive Faith, Housing, and Culture. Aqueducts provide Amenities and Faith per citizen. Prasat boosts Culture and provides significant Faith.

Prioritize Holy Site placement near rivers, build Aqueducts, and utilize Wonders like the Great Bath and Hanging Gardens to enhance growth and mitigate river-adjacent penalties. Generate Apostles (or Missionaries) to rapidly convert Holy Cities peacefully.

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).

Civilization Ability: Mother Russia (+5 extra founding tiles; Tundra tiles grant +1 Faith and +1 Production; units immune to Blizzard; 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 powerful all-around civilization, but exceptionally strong for Religious Victories. His ability grants Science and Culture from Trade Routes with advanced civilizations. The core strength lies in the Civilization ability: extra founding tiles, Tundra bonuses, and Lavras.

Lavras expand city borders when Great People are spent, allowing rapid territorial expansion. The Tundra Faith and Production bonus, combined with the Dance of the Aurora Pantheon, creates a powerful early-game Faith engine. Build Settlers with the Magnus promotion to avoid population loss during expansion. St. Basil's Cathedral further enhances Tundra tile yields.

These four civilizations offer distinct but effective paths to a rapid Religious Victory in Civilization 6. Success depends on adapting your strategy to the specific leader's strengths and the game's circumstances.