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Firaxis will be releasing Civilization VI DLC packs with new game modes, new civilizations, and new leaders through March of 2021. November's update added a very unique leader to the Civilization VI roster: Hammurabi of Babylon. Both the Babylonian civilization and its leader Hammurabi have been playable in multiple past iterations of the Civilization series, but Hammurabi's leader ability is so unique and game-changing that I felt I had to cover it immediately.


For future releases that include multiple leaders or civilizations, I may put up polls on Patreon to let my Patrons decide which civ or leader to cover first (if Firaxis gives enough advance notice). I may also put up polls asking if my Patrons would prefer that I make guides focused on the new game modes. So if you would like to vote on which content you would prefer to see sooner, I hope you'll consider supporting the creation of this content on Patreon.

The city of Babylon is one of the earliest cities ever built, having been settled between the 23 and 19th century B.C.. It was built along banks of the Euphrates River, south of modern-day Bagdad, with steep embankments in order to contain and utilize the river's seasonal floods. It is believed that Babylon was the most populous city in the world during the two heights of the Babylonian empire in 17th century B.C. and 6th century B.C., and it was the first city to reach a population of 200,000.

Hammurabi is an ancient Babylonian king who ruled in the 18th century B.C.. He is famous for his Code of Laws that was long believed to be the first set of codified laws ever created. There were, however, earlier codes of laws, but Hammurabi's code differed from earlier codes by establishing the principle of the presumption of innocence for the accused, and that the accuser and accused must both provide evidence to establish guilt or innocence. It also limited the amount of retribution that the victim my inflict upon the guilty by prescribing set penalties for specific crimes. Though many prescribed punishments were brutal (such as disfigurement or execution), the code ensured that the victim of a minor crime would not respond by murdering the criminal. Hammurabi had his law transcribed (in the common language) onto a cylindrical stele and placed at the center of town so that every literate person could read it, presumably so that everyone would know what constitutes a crime and what the punishment for each crime is, so that the administration of justice would be seen as fair to the populace.

Civilization VI is still a "living game". Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the release of the "New Frontiers" November 2020 Update (ver.

Babylon is a powerful technological force in Civilization VI, that acquires technologies primarily by completing eurekas. It also gets large food bonuses when settling adjacent to rivers, that allows its cities to grow quickly and grow large, and new districts get a head start in infrastructure.

Civilization VI - Hammurabi of Byzantium

Hammurabi of Babylon's uniques in Civilization VI

Civilization VI - Babylong flag

Babylonian capital start bias: river.

Babylonian civilization unique: Enuma Anu Enlil

"Eurekas provide all of the Science for technologies. -50% Science per turn."

Babylon's ability is one of the most unique and game-changing abilities in the game. While Maya and Gaul's abilities encourage the player to change up how you settle cities and build districts, Babylon's Enuma Anu Enlil ability will influence almost every aspect of how you play the game. The ability nerfs your science output by a whopping 50%! But it offsets this major penalty by encouraging Babylon to achieve as many tech eurakas as possible, since each eureka will completely, 100% finish its respective technology for you, without you needing to spend a single turn researching it. Having a thorough knowledge of the technology tree and tech eurekas will be important for anyone playing as Babylon.

More importantly, the eurekas can potentially propel Babylon to advanced technologies much earlier than otherwise possible. Babylon does not need to have researched the prerequisites for a technology in order for its ability to kick in. For example, killing a single enemy unit with a Slinger will give you the eureka that unlocks Archery. Building 3 Archers will then grant the eureka that unlocks the medieval Machinery tech. Babylon will then have access to Crossbows and Skirmishers much earlier than other civs. This can be done without needing to have researched any of the prerequisites for Machinery (Iron Working or Engineering). Further, by upgrading 2 of your Archers to Crossbowmen, you can trigger the eureka to unlock the renaissance Metal Casting technology (again, without having any of its prerequisites). Building an Aqueduct will trigger the eureka to unlock Military Engineering, which will unlock Niter and allow you to train Bombards in the classical era.

Babylon can potentially leapfrog to very advanced techs early in the game.

It's also hypothetically possible to unlock more advanced units or building before unlocking their earlier upgrades. For example, the Bombard can be unlocked using the method described above without having ever researched Engineering or unlocking the Catapult unit.

Note that the civics do not have "eurekas"; they have "inspirations". As such, Babylon's Enuma Anu Enlil ability does not grant free civics when you achieve their inspiration conditions.

Civilization VI - Kilwa Kisiwani world wonder

It's also worth noting that Babylon's 50% penalty is applies to cities. It is not applied globally. Governor Pingala's 15% bonus to science, happiness bonuses, and other city-based bonuses are additive and can go a long way towards offsetting Babylon's penalty. For example, an ecstatic city with Pingala and the Kilwa Kisiwani world wonder (if you are suzerain of at least 1 scientific city state) will have a 50% bonus, which brings that city's science output back up to 100% (effectively doubling the city's science output).

Additionally, sources of science that are not granted to cities are not subject to the penalty. Pillage yields from enemy Campus districts and any other tile improvements that provide science when pillaged are not halved. Going to war against a science-focused civ, and pillaging their lands can be a source of lots of extra science for Babylon. Beakers provided from certain Great Scientists (such as Charles Darwin) are also not subject to Babylon's 50% science penalty.

Hammurabi's leader unique: Ninu Ilu Sirum

"When each specialty district type except the Government Plaza is constructed for the first time, receive the lowest Production cost building that can currently be constructed in that district. Receive an Envoy when any other district is constructed for the first time."

Civilization VI - Hammurabi portrait

Hammurabi should look to build an instance of each new district as early as practical. The first district that you build of each type will start with its level 1 building already built. This will give Babylon a leg up in terms of both yield and also great person points. For example, your first Holy Site district will start with a Shrine, granting a total of 2 Great Prophet points per turn, and allowing Babylon to potentially found a religion before other civs, who will have to invest extra turns into constructing the Shrine. Note that the Barracks is cheaper than the Stable, so the first Encampment that you build will have a free Barracks. The Diplomatic Quarter will grant the Consulate building for free when completed.

Non-specialty districts do not start with a level 1 building, even though some non-specialty districts do have buildings available. Non-specialty districts (also known as "Engineering Districts") include the Aqueduct, Dam, Canal, and Neighborhood. Building your first Dam will not automatically grant a Hydroelectric Plant building, nor will building your first Neighborhood automatically grant a Food Market or Shopping Mall building, even if you have already unlocked the associated buildings.

Instead of the free building, non-specialty districts will grant a free envoy the first time an instance of the district is completed.

Unique building: Palgum

Game Info:

"A building unique to Babylon. +1 Housing and +2 Production. Freshwater tiles receive +1 Food. City must be adjacent to a river."

Civilization VI - Palgum



Requirements: Irrigation technology

Cost: 80 Production | 320 Gold.
Maintenance Cost: none

+1 Housing,
+2 Production (+1 from Water Mill),
+1 Food on each freshwater tile..



The Palgum generates more production than the Water Mill that it replaces, but it might not generate as much food as the regular Water Mill, depending on the map and resource distribution. This is because the Palgum does not grant extra food on farm resources. Instead, it grants bonus food on all freshwater tiles (tiles adjacent to a river, lake, or freshwater natural wonder). This does include the city center, if the city is founded adjacent to a river, lake, or oasis. In most cases, this will probably result in the Palgum generating considerably more food than a regular Water Mill, but that is not necessarily guaranteed. If, for example, the Palgum is built in a city along a river that is only 1 tile long before it drains into the ocean, the Palgum will only net 2 measly food -- and that is assuming that you do not build a district on the tile across the river from the city center, as doing so will make the tile unworkable.

In general, building districts along rivers or next to lakes will decrease the potential food output of the Palgum, since you won't be able to work those tiles any more. This can still be worthwhile if the adjacency yield of the district is more valuable than the underlying bonus food.

Unique unit: Sabum Kibittum

Civilization VI - Sabum Kibittum icon

Game Info: "Babylonian unique Ancient era melee unit. +17 Combat Strength against Heavy and Light Cavalry promotion class units. This unit has 3 Movement and sight."

Civilization VI - Sabum Kibittum unit portrait

Requirements: none
Replaces: N/A.
Obsoleted: Iron Working.
Upgrades to: Swordsman.

Cost: 35 Production | 140 Gold | ?? Faith [standard speed].
Maintenance Cost: none.

Promotion Class: melee,
Attack Type: melee,
Melee Strength: 17,
Movement Speed: 3.

+17 strength against heavy and light cavalry,
+1 Sight.


The Sabum Kibittum is a weird hybrid between melee, anti-cavalry, and reconnaissance class units. It has a massive combat bonus against cavalry, but it has low base strength and is in the melee promotion class. It does not replace any existing unit, and must be trained from scratch. It has lower base strength than either the Warrior or the Spearman. Even with its large bonus against mounted units, it is still 1 points weaker than a Spearman against the same mounted unit. Being in the melee promotion class, enemy warriors do not get their normal anti-cav bonus against the Sabum Kibittum, but the Sabum Kibittum will still be at a raw strength disadvantage. It is therefore not particularly effective as a replacement for Warriors, nor is it as effective an anti-cav unit as a Spearman. It will also upgrade to Swordsmen instead of a Pikeman, so building them will not give you a force of cheap anti-cav units to protect you from cavalry raids later in the game.

The Sabum Kibittum is a decent recon or sentinel unit.

In fact, the Sabum Kibittum might be better served as a reconnaissance unit due to its higher movement speed and visibility. It will be a bit more viable in combat than a Scout, and its combat bonus against mounted units will help it to survive an ambush by barbarian Horsemen or Horse Archers. Its increased speed can also allow it to keep pace with barbarian Scouts and be more likely to chase them down and kill them before they can return to the outpost and unleash a barbarian horde against your cities. It's low combat strength makes it less good as a dedicated barbarian-hunter, as it will likely be at a disadvantage against barbarian spearmen. A single Sabum Kibittum will be very unlikely to be able to take down a barbarian outpost unless it has promotions or other bonuses from the Discipline social policy or Oligarchy government. If paired with another Sabum Kibittum and/or an Archer, they can be more successful against barbarian outposts. But at that point, you're probably better off just going with Warriors.

It can also be used as a sentinel unit by placing it in unclaimed territory or along borders with a rival in order to watch enemy troop movement. Against the A.I., it can be used to spot for un-escorted Settlers, then quickly declare war and capture the Settlers. It can also help counter early war rushes with cavalry units (like from Scythia, Mongolia, or a similar horse-based civ). They won't be able to outrun Horsemen, but they can keep up with Chariots. The Sabum Kibittum can be useful in the niche case in which you have an aggressive early-game neighbor with a cavalry-based army. You can use the Sabum Kibittum to fight back any early game war rush from such a civ, then upgrade them into the normal melee class for the remainder of the game (which is a more useful combat class in general).

Eureka!: Strategy for Hammurabi of Babylon

Eurekas are the name of the game for Babylon. You'll want to actively pursue as many eurekas as you possibly can in order to unlock technologies. The Pottery, Animal Husbandry, and Mining technologies do not have eurekas, and so must be researched normally. Any other technology can be unlocked by simply achieving its respective eureka condition. Ancient era Crossbows are easy to obtain, and classical era Musketmen, Bombards, Caravels, and Frigates are not out of the question either. You might even be able to get Artillery as early as the medieval era.

This does not come without risks though. The costs of districts scale up, in part, based on your progress through the tech and civic trees. Unlocking too many technologies too soon can potentially sabotage your own economy by increasing the hammer cost of districts and slowing down your ability to construct them. As you hit the population prerequisites for a new district in a city, it's a good idea to plop down the next district that you plan to build. This will lock in its cost. You can then build something else and come back to the district later, without having to worry about its cost going up because you unlocked more technologies.

Eurekas can grant ridiculously early access to powerful units, such as this classical Bombard.

Advancing through the tech tree too quickly can potentially remove Babylon's access to more affordable, contemporary units, especially for ranged and anti-cavalry lines, which do not require resources. Getting that eureka for Machinery or Military Tactics can unlock expensive Crossbowmen and Pikemen and prevent Babylon from training the more affordable Archers and Spearmen. If you don't have the industry to train these units, you might find yourself stuck in a war and unable to muster an army in a timely fashion.

As such, you should try to be careful and responsible about how and when you achieve your eurekas. For example, if you anticipate needing anti-cav units to help you fend off attacks from an adversary's horse-based army, you might want to use the Agoge policy to train a handful of Spearmen before you use any of those Spearmen to kill another unit.

Other examples may include:

  • training at least one Catapult before upgrading your second Archer into a Crossbow and unlocking Metal Casting,
  • training some Skirmishers before building a niter mine and unlocking Rifling,
  • training a handful of Galleys before completing your second Harbor and unlocking Cartography,
  • training a handful of Coursers before killing a unit with a Knight and unlocking Military Science,
  • delaying a eureka for a later-era tech until you need the extra era score to get you out of a dark age, or to trigger a golden age,
Babylon can outpace its ability to train advanced units.

This is less of a problem for resource-requiring units, as not having enough of the resource will often allow you to train an obsolete unit that does not require the resource. For example, not having enough iron will allow you to go back to training Warriors instead of Swordsmen, and not having enough niter will allow you to train Swordsmen instead of Musketmen.

It can be expensive to upgrade your units if you want these highly advanced units. Pillaging tiles such as mines and corn farms can give you large lump sums of gold to upgrade your units. These units will also have very high maintenance costs, so the Conscription policy will likely be necessary for you to run for most of the game.

Since Babylon will be getting most of your science from eurekas, Campuses and science buildings are much less important to construct over the long term. You'll still want to get a Campus or 2 out early. The first Campus (and its free Library) will allow you to recruit Great Scientists. If it's next to a mountain, you'll later be able to build a University to trigger the Astronomy eureka, which will give you priority access to the Potala Palace world wonder.

Great Scientists normally provide eureka boosts to one or more certain techs. But with Babylon, those same scientists will completely research the techs instead. You can probably skip any scientists who grant additional beakers, since you won't be researching many techs with beakers anyway. As much as I like Hypatia, Gallileo, and Darwin as historic figures, they just aren't as valuable to Babylon. However, the yield these scientists provide will go directly into your research pool, instead of to a city, which means they won't be subject to the 50% penalty.

Civilization VI - Great Library world wonder

You'll also want to build a second Campus so that you can trigger the Inspiration for the Recorded History civic. You should learn this civic as quickly as possible so that you can build the Great Library. The Great Library is perhaps the single most powerful world wonder that Babylon can build, and might be the single most powerful wonder for any specific civ. It will unlock every ancient and classical tech that Babylon has not already unlocked, and it will also unlock a random technology every time any other civ recruits a Great Scientist. With the Great Library in play, you won't really need to worry about recruiting your own scientists, and won't have to bother building Campuses beyond the first 2.

As the game progresses, you will get more ways of achieving eurekas. Active pursuit of eureka conditions, thus, becomes less important, unless you are targeting a specific technology. A research alliance, for example, can be very powerful for Babylon. At level 2 and above, research alliances grant a free tech boost every so often (30 turns on standard game speed). For Babylon, this will mean you'll get the whole technology, while your ally will only get the eureka, allowing you to push ahead.

Spies and Scientists can completely unlock valuable technologies like Rocketry or Nuclear Fission.

Later in the game, Babylon can also use spies to steal tech boosts from other civs, which will fully unlock the tech for Babylon. This will be a bit harder to do if you've been playing peacefully. Since the October patch, spies can no longer perform missions against allied civilizations. You can still perform spy missions against friends though. This will give Babylon a leg up researching certain special techs such as Nuclear Fission or Rocketry, which can only get a eureka from either a scientist or a spy. The Nuclear Espionage diplomatic policy will grant an additional technology any time your spy successfully steals a tech boost without being detected. Combine this with the Rocket Scientist promotion for one or more spies to allow yourself to power through the late-game tech tree.

Civilization VI - Hanging Gardens

In the meantime, Babylon will want to settle along rivers in order to take advantage of the Palgum unique building. This building can generate a lot of extra food, along with some extra production and housing. The Hanging Gardens world wonder will also help to grow Babylon's cities to larger populations more quickly. This will unlock the ability to construct more districts earlier, which will improve Babylon's productivity and also grant more great people points.

Civilization VI - Colosseum

This rapid population growth will require lots of housing and amenity. Make sure that you have enough luxury resources to keep your citizens from becoming unhappy, which will lower the city's productivity, and (in severe cases) potentially spawn rebels. If you can't acquire additional luxuries, then you'll want to invest in earlier Entertainment Complexes (the first of which will give you a free Arena!). The Colosseum world wonder (and later Estádio do Maracanã) can help you maintain happiness.

The Palgum can add a ton of food to a city,
rapidly growing its population.

Your first Commercial Hub and Harbor will have a free Market and Lighthouse (respectively), which will instantly increase your trade route capacity. This can further help you to get your economy off to a good start by either boosting the productivity of your early cities via domestic trade routes, or by generating gold through international trade routes. You can also get early envoys if any city states are offering trade route quests.

Early access

Having an ancient unique unit and unique building will help give Babylon points towards a classical golden age. Unlocking advanced technologies from later eras will also give Babylon some extra era score that can help you get golden ages in other eras as well. Since you can safely ignore the Free Inquiry dedication bonus, you can instead adopt the Monumentality dedication bonus (if you built a Holy Site and are generating decent faith). This allows you to spend faith to produce Settlers and Builders, allowing your cities to spend their production on units and infrastructure.

Babylon can also have priority access to other continents or isolated landmasses in continents or certain archipelago maps. Constructing a second Harbor will unlock the Cartography technology. This technology not only unlocks Caravels, but it also grants all naval units and embarked land units the ability to cross oceans. Babylon can, thus, achieve ocean-faring at about the same time (or even earlier) as Norway. If Norway or Maori are not in the game, Babylon will have first dibs on any isolated land masses, and can potentially build a large, uncontested, overseas colonial empire.

Unlocking advanced techs can grant extra era score for Babylon.

This can also potentially unlock lucrative, intercontinental trade. You could meet other civs on other continents long before they have the ability to cross the oceans to battle or trade with you. Learning Diplomatic Service civic early can allow you to establish alliances with these civs and send traders across the oceans for the bonus alliance yields, during a window in which the other civs will still be unable to send their own trade routes across the ocean. This will grant you advantageous, one-sided trade that can help give you an extra edge in gold, culture, and/or faith.

The extra opportunities for early friendships and alliances can also give you more potential Diplomatic Favor than other civs, which can give you an advantage towards enacting the policies you want in the World Congress. You can also get priority access to isolated city states, granting you the free envoy for being the first to meet them, and allowing you to become their suzerain before other civs have even met them.

Key science victory techs do not have normal eurekas.

Even though Babylon is obviously geared towards science, they are far from a shoe-in for a Science Victory. Key science victory techs (such as Rocketry) do not have eurekas, and must be unlocked by a spy or Great Scientist, or slogged through at half speed with raw beakers. If you don't get the right Great Scientists, it will be hard to get a head start on Rocketry, since you'll need to wait until someone else has researched it, and then use spies to steal it from them. This will set Babylon back with regard to building Spaceports.

A science victory is certainly achievable, and if you get far enough ahead in the tech tree from eurekas, you might still be able to get Rocketry earlier than other civs (even with the 50% penalty). The other victories might be more achievable earlier. Obviously, if you can get highly advanced units, such as ancient Crossbows, classical Musketmen and Bombards, or medieval Artillery, then you will be primed to steamroll over any opposition on your way to an easy Military Victory.

The free building in the first of each type of specialty district will give Babylon extra yield and an advantage towards earning the respective Great People. Babylon can also gain early access to the higher level buildings in each district, which can give them a greater edge. Your first Holy Site will have a free Shrine, which can make a huge difference towards earning a religion and playing towards a Religious Victory.

By building a Theater Square early (and getting the free Amphitheater), you'll also have an advantage towards earning one of the first Great Writers. This can give a head start in tourism that can help achieve a Culture Victory. Most of the other key culture and tourism advances are on the civic tree (such as Naturalists, Archaeologists, and Rock Bands), so you'll need to build lots of Theater Districts and actively work towards inspirations to reduce the cost of progressing in the civic tree. If you achieve a golden age, you can safely ignore the Free Inquiry dedication bonus, and instead take the Pen, Brush, and Voice! dedication to help speed your progress through the civic tree, then use Wish You Were Here later in the game to seal a victory.

Babylon can ignore the Free Inquiry dedication in favor of Pen, Brush, and Voice! (or other) dedication.

Playing against Hammurabi of Babylon

Hammurabi's A.I. agenda: Cradle of Civilization

"Hammurabi prefers to build each different kind of district, and likes other civilizations who do the same. He dislikes those who focus heavily on one district type or who do not build all types available."

Since Babylon receives a 50% science penalty, giving him a level 1 research alliance will work out more in your favor. You'll get the full benefit of any extra research yield from trade routes; whereas Hammurabi will only get half. However, you should avoid allowing the research alliance to upgrade to level 2 or higher unless you are far ahead of Hammurabi in science. Level 2 research alliances will be disproportionately in favor of Babylon. If Hammurabi is your friend, give him any other alliance except research.

A level 2 research alliance will grant Babylon a free tech every 30 turns.

If Babylon is settling along rivers, you can expect his unique Palgum building to grant lots of extra food, which will allow his cities to grow very large, very quickly. This will mean he'll be generating lots of religious and loyalty pressure. Keep this in mind if you are planning on conquering or converting his cities. The quickly-growing populations will also mean he'll increase his district capacity more quickly. This can make his cities valuable targets for capture, since you'll get those extra districts (with their free level 1 buildings) and the great people points that they generate.

Militarily, Hammurabi can be either a real problem or a push-over. He may get highly-advanced units very early in the game, which can be very difficult to counter. You'll want to rely on multiple ranged attacks, or lots of flanking and support bonuses, in order to focus-fire such units. Baiting Babylon's armies to attack your cities while your own ranged units pick them off from the safety of your own city and encampment walls will dramatically reduce Babylon's military advantage. If his early units die, and Hammurabi unlocks more advanced units, it will become far more expensive for him to replace lost units. This can delay his ability to reinforce or counter-attack, which can give you a lengthy window in which to press an attack.

Discussions & Change Log

Thanks for reading. I hope this guide helps you to build a Babylonian civilization that will stand the test of time!


These strategy guides for Civilization VI have been taking longer to research and write than I would like. Part of this is due to the fact that I'm not as familiar and experienced with Civ VI as I was with Civ V when I started writing strategy guides for that game, so I have to spend more time trying to learn the different mechanics and rules associated with each new civ that I play. I also have a lot more things competing for my time.

If you enjoy this strategy guide, and would like to see more like it, please consider making a contribution and become a Patron on Patreon. As a Patron, you'll have the ability to vote on which civilization(s) you'd like to see a strategy guide for next, will receive early previews of certain content, and will have an opportunity to discuss or contribute to its development. With some additional funding, I could dedicate more time to writing guides like this one, and can maybe even branch out into more video content on Youtube.

In any case, feel free to comment and share, or discuss your Babylonian strategies in the CivFanatics forums at:

on the official 2K forums:

or on Steam:

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