Babylon

Hammurabi

Uniques and adjacency effects read from the game data.

Victory focusScienceDomination

Kit at a glance

Hammurabi's Babylon breaks the tech tree: eurekas complete their technology outright, at the price of crippled baseline science. You leap eras by engineering boost after boost — a puzzle civ that rewards knowing every eureka condition by heart.

Opening: the first 60 turns

Hammurabi's first sixty turns are a checklist rather than a build order. Warrior, scout, then a builder before the first settler, because three improved tiles hand over Craftsmanship's boost. Settle the second city on the coast for Sailing and Shipbuilding, and the third beside a river for the Palgum at Irrigation. Kill a barbarian unit with a slinger for Archery, build the Sabum Kibittum for its cheap cost and use it to clear camps. Research points should go only into techs whose eureka is hard to trigger, such as Astrology or Currency; everything else is completed by doing the thing. Aim to be one full era ahead by turn sixty.

Unique to this civilization

  • Unit

    Sabum Kibittum

  • Building

    Palgum

    Replaces Water Mill

    Technology: Irrigation

Adjacency effects

No adjacency bonus — standard district rules apply.

Try Hammurabi in the adjacency calculator →

How to play it

Plan your eureka chain from turn one — builders, encampments and coastal cities each unlock key boosts. Rush a decisive military tech lead (crossbows, knights-era power) and convert it before opponents catch up; your late game is weaker, so strike in the window.

Victory paths

Science is the headline but the route is odd: Babylon reaches the late tree early and then slows down, so the win comes from finishing the space race while rivals are still in the Industrial era rather than from out-researching them per turn. The pattern is to chain eurekas into Apprenticeship, Industrialization and Electricity ahead of schedule, build the production base, then let Great Scientists and campus projects handle the techs whose boosts require late-game actions. Domination is the equally valid alternative, and often easier: crossbowmen against warriors or musketmen against swordsmen end wars in a handful of turns. Many strong Hammurabi games take a neighbor or two in the Medieval window and then coast to a science finish on the captured land.

Synergies: city-states, wonders, policies

Scientific city-states matter less than usual because raw science is halved, so favor industrial and militaristic ones, plus any city-state whose quest happens to be a eureka you want. Pingala is still valuable for Great Scientist points, but Magnus and Liang earn their keep faster by chopping and building the improvements that trigger boosts. The Pyramids are excellent, adding a builder charge to every builder that fuels improvement-based eurekas; Great Library later hands out extra boosts for free. Policy cards Ilkum and Serfdom make the builder engine cheap, and Natural Philosophy is worth slotting for the science that remains. A production pantheon like God of the Forge or Lady of the Reeds and Marshes beats faith options, since Babylon rarely competes for religion.

Weaknesses and counters

The halved science makes any tech without a reachable eureka painfully slow, and several key late techs demand actions like owning aluminum or building a specific district that a small empire cannot arrange in time. Babylon therefore fades after the Renaissance unless the early lead has already produced conquest or a large production base. Players lose games by hoarding the era lead instead of spending it, or by forgetting that Great Scientists and city-state boosts are the only way through techs like Astrology whose conditions are luck-based. Opponents should survive the Medieval push with walls and pikes, then simply outlast; by the Modern era a normal science civ is ahead. Loyalty and amenities also suffer because wide expansion, which the kit needs for boosts, is not supported by any bonus.

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Last reviewed: 2026-10-03