
Sid Meier’s Civilization® VI — Achievement Walkthrough
16 achievement guides · sign in to track your unlocks · Full game page →
Hattusa is a scientific city-state whose suzerain bonus grants a strategic resource you don't already have access to. Find Hattusa in your game, send envoys to become its Suzerain, and it will gift you a strategic resource (Iron, Niter, etc.) — that grant is the achievement. So: become Suzerain of Hattusa while lacking at least one strategic resource it can give.
Eurekas are the actions that boost techs (e.g., kill a unit with a Slinger, build a Quarry, etc.). Line up five eureka-triggering actions to all complete on the same turn: queue builders/units/improvements and combat so that five separate eurekas fire together. Plan a turn where, say, you found a city on the coast, build a mine, kill a unit, meet a city-state, and discover something — all at once. Stacking pre-built actions and ending them simultaneously is the trick.
Science victory = complete the space race: launch a satellite, land on the Moon, establish a Mars colony, then build/launch the Exoplanet Expedition and accumulate enough light-years (boosted by the Lagrange Laser Station). Build tall with many Campus districts (with Library/University/Research Lab), chase production for the space projects (Spaceports + Industrial Zones with Factories), and grab science-boosting wonders. Korea (Seowon) or any high-science civ on a low difficulty makes this routine.
You only need each civ's ORIGINAL capital, not every city. Pick a warmonger (Rome/Trajan, Macedon, Scythia, Nzinga) and time a military spike: classical-era horsemen/Saka, medieval Knights, or a Bombard/Artillery push. Bring siege units (Battering Ram/Siege Tower vs walls) and a support stack. Take capitals in a snowball — each captured capital fuels the next. Smaller maps mean fewer capitals to grab, so combine with a Tiny/Duel map.
Build a Spy (Diplomatic Service civic / the Government Plaza help), send it to an enemy/AI city that holds a Great Work of Art in a Museum, and run the 'Steal Great Work' (Heist) mission. Boost success odds: use a promoted spy, target a city without a counter-spy, and pick favourable difficulty. On success the spy must also escape (offline route) without being captured. Use a higher-level spy and choose the safer escape route to avoid being caught.
Found a religion early (rush a Holy Site + Great Prophet — get Pantheon then a Prophet before they run out). Take the belief 'Religious Settlements'/strong missionary beliefs, mass-produce Apostles and Missionaries, and spread until more than 50% of every other civ's cities follow your religion. Use Apostles for theological combat to defend against enemy religions. Civs like Spain, Russia, or Arabia (guaranteed Prophet) excel. Defend your holy cities from enemy Apostles.
You need a single large-population city with one of every district (Campus, Holy Site, Theater Square, Encampment, Commercial Hub, Harbor, Industrial Zone, Entertainment Complex, Aqueduct, Neighborhood, Spaceport, Government Plaza, plus the others) AND the Colosseum wonder nearby. District count is gated by population (one district per ~3 pop, minus the free Aqueduct etc.), so grow that city huge with food, and plan tiles so all districts fit. Build the Colosseum with that city. A grassland-river start with lots of workable tiles makes the placement possible.
Deity gives the AI huge early bonuses (extra settlers, units, techs). The cleanest win is a fast Science or a snowballing Domination before the AI's lead compounds. Key tips: settle aggressively early to out-expand, prioritise a strong start bias civ, get Campus districts down early for science, and either rush a Science victory or take AI capitals with a timed military window (Knights, then artillery). Use city-states (envoys/suzerainty) to punch above your weight. Lower map size (Tiny/Duel) and a turtle-friendly map make Deity dramatically easier — pair this with the small-map win achievements.
The Colossal Head is the Olmec improvement, built by a Builder when you're Suzerain of the city-state La Venta (Olmec). So: become Suzerain of La Venta to unlock the Colossal Head, build a Holy Site and put a Temple in it, then have a Builder construct a Colossal Head on a tile adjacent to that Holy Site. Plan the tile placement so the Head sits next to the Holy Site.
Two conditions must line up: (1) your map must contain the Galápagos Islands natural wonder, and (2) you must recruit the Great Scientist Charles Darwin. Move Darwin to a tile adjacent to Galápagos and use his activation there. Re-roll maps (or use a map type likely to spawn it) until Galápagos appears, earn Great Scientist points to claim Darwin before a rival does, and walk him to the wonder.
Diplomatic Visibility rises with each level of access (Limited → Open → Secret → Top Secret) via embassies, delegations, alliances, and spies in their cities. To have Top Secret with five civs simultaneously, maintain high visibility on five different civs at the same time — stack delegation + embassy + alliance + a spy stationed in each. Spies parked in foreign cities give the extra visibility levels needed to push five civs to Top Secret in one turn.
Same idea as Archimedes Bath but for civics: Inspirations are actions that boost civics (build a district, become Suzerain, found a religion, etc.). Pre-arrange five inspiration-triggering actions to land on one turn — e.g., build a Holy Site, send an envoy to hit Suzerain, recruit a Great Person, kill a unit, and discover a Natural Wonder simultaneously. Queue everything so it resolves together.
Japan's whole gimmick is district adjacency bonuses, so this is natural for them. Plan a hexagonal cluster: pick a central district tile and build six districts on the six surrounding tiles (districts only, not wonders/city center necessarily — they must be districts and unpillaged). Japan's cheaper districts and adjacency synergy make packing seven districts tightly feasible in one high-pop city. Lay them out around a central hub tile.
Another anachronism stunt: you must keep an ancient-era Slinger alive and promote it to level 3 (it gains XP from combat — feed it safe kills, ideally vs barbarians, and use XP-boost policies). Then research into the modern era for Airlift (needs the right tech/Aerodrome or the Airlift ability) and airlift that level-3 Slinger between cities. The hard part is keeping a fragile Slinger alive and leveled into the late game — protect it and farm XP early.
A deliberately anachronistic stunt. Roman Legions can build Roman Forts and remove features — and they can clear nuclear fallout/contamination like a Builder action. You need a Legion still alive in the late game (keep one and upgrade-protect it, or play a long game) and a tile with nuclear contamination (nuke a tile yourself or get nuked). Move the Legion onto the contaminated tile and use its clear-contamination action. Easiest to set up in a sandbox-style late game where you nuke your own territory then clean it with a preserved Legion.
Play Russia on a Huge map. Russia's Lavra/territory bonuses help you expand fast. Settle (or conquer) a city that is 60+ tiles in distance from your capital — so you want a sprawling map and to push a settler far across the continent/ocean. Use a Huge Pangaea or Continents map, beeline a distant landmass, and plant a city way out there.