Robert the Bruce, much like John Curtin, utilizes less well-known mechanics to gain an edge in the Science game. Additionally, a well-timed City Liberation will allow Curtin to rush production on key Science Victory buildings like the Spaceport or other key projects in his cities. Mountains generally have High Appeal ratings and provide good Adjacency Bonuses for Campuses, so Australia will have Campuses providing a ton of Science, which will let Curtin skyrocket through the tech tree faster than most other Civilizations. What this means is that if settled in a particularly high Appeal area of the map, Australia's cities are not only going to be happy, but they are going to be producing a lot of yields from Specialty Districts. However, the real kicker is that Australia's Campuses, Commercial Hubs, Holy Sites, and Theater Squares get +1 to their yields on Charming Appeal tiles, that bonus is increased to +3 on Breathtaking Tiles. Land Down Under provides +3 Housing to Coastal Cities (perfect for those struggling to juggle Civilization 6's Housing mechanic) and building Pastures triggers a Culture Bomb that converts nearby tiles to Australia's control. The real fun comes with Australia's unique Civilization perk: Land Down Under. Doubling production is a massive boon, but it's only supplementary to Curtin's claim to fame. This is great if another Civilization is getting conquest-happy and is capturing City-States or other Civilizations' cities. When being targeted by a Declaration of War or after liberating a City, Curtin gets +100% Production in all of his cities. Citadel of Civilization encourages John Curtin for being the world's police force. But before diving into what makes Curtin such a force to be reckoned with in the Science game, let's take a quick glance at Curtin's leader ability: Citadel of Civilization. While at first glance John Curtin's Australia may not seem like the pinnacle of Science, but don't let the beautiful land they settle on distract you, those beautiful scenes are doing more for Australia than meets the eye. John Curtin leads the Australian Civilization, and his playstyle is highly focused on tile Appeal and planning cities around beautiful scenery. Hammurabi should be working to get every Great Scientist possible as the late-game ones are one of the only ways to get Eureka's for Modern Age and Future Tech Sciences. Late-game Hammurabi can be a deadly militaristic force, or if going for a Science victory Hammurabi could have a solid head start over everyone else. However, if Hammurabi misses the opportunity to get a Eureka, then he will, unfortunately, have to purchase it outright with his abysmal Science generation. If Hammurabi plays his cards right, he can skyrocket ahead thanks to well-timed Eurekas. However, when Hammurabi earns a Eureka for a Technology, he is instantly awarded that Technology rather than just a partial boost. This perk makes it so Hammurabi generates 50% less Science per turn, which is a huge drawback. In the right hands, Hammurabi can absolutely dominate the Science field thanks to this perk. The big defining feature of Hammurabi is Babylon's unique perk: Enuma Anu Enlil. While this is a nice bonus, and can be a big boon when going for early Great Prophets, it's not where Hammurabi shines. When building a non-Specialty District for the first time, Hammurabi is instead granted a free Envoy. Hammurabi's unique Leader Ability is Ninu Ilu Sirum, which grants Hammurabi the first building of a Specialty District for free when he builds that Specialty District. Added as the newest leader in the New Frontier Pass, Hammurabi leads the Babylonian Civilization and has a heavy focus on Science and Eureka effects. Hammurabi is a new face in Civilization 6, and he's a wholly Science-centered leader who can really get a sprinting start toward a Science Victory compared to other Civs in the game.
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