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The Scythian unique ability applies to five different units in the game: the Classical Era's Horsemen and Saka Horse Archers, the Medieval Era's Coursers (in Gathering Storm), the Industrial Era's Cavalry, and the Atomic Era's Helicopters. Trade Routes to city-states near the enemy will give you an advantage of tactically controlling quick transport to and from locations of convenience, as well as establishing city-state bonuses. The Gold will help to maintain the costs of your armies, and the Faith bonus can give an early edge in the religion game. In your cities, research Animal Husbandry to take advantage of Pastures as early as possible for sources of Horses and place adjacent Kurgans to gain extra Faith and Gold (keeping in mind you cannot place Kurgans on hills). By specializing in Horsemen and Saka Horse Archers early on, and taking advantage of Tomyris' leader bonus to heal rapidly, you can launch a very early offensive and take over a number of cities before the opposition has a chance to build up a force of their own. Scythian units and strategy favor early game conquest and exploration. Once their domination machine starts moving, there are few who can hold their ground against a Scythian push. Scythia under Tomyris is able to quickly field a massive fast-moving and hard-hitting cavalry army. Starting bias: Tier 2 towards Horses, tier 5 towards Grassland and Plains