
All Game Items
Introduction
Sid Meier's Civilization VI does not feature conventional items like weapons or armor. Instead, the game offers a vast array of mechanical elements that function as strategic "items"—units, buildings, wonders, resources, policies, great people, and more. This guide catalogs every major game element, explaining its purpose, acquisition method, optimal usage, and key synergies.
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1. Units (Military, Civilian, Religious, Support, Great People)
Military Units
Military units are your primary instruments for combat, defense, and conquest. They are unlocked through technology research and upgraded via promotions.
#### Melee Units
- Warrior (Ancient Era): Basic melee. Best for early barbarian clearing and city defense. Upgrade into Swordsman.
- Swordsman (Classical Era): Stronger melee. Requires Iron. Upgrade into Longswordsman.
- Longswordsman (Medieval Era): Heavy melee with high combat strength. Upgrade into Field Cannon? No, Pike and Shot? Actually upgrade into Infantry (Industrial).
- Man-at-Arms (Medieval Era, from Gathering Storm): Stronger than Longswordsman; requires Iron.
- Infantry (Industrial Era): Standard melee of the late game. Upgrade into Mechanized Infantry.
- Mechanized Infantry (Information Era): Final melee unit, very strong.
- Slinger (Ancient Era): Weak ranged, good for early defense. Upgrade into Archer.
- Archer (Classical Era): Effective early ranged unit. Upgrade into Crossbowman.
- Crossbowman (Medieval Era): Strong ranged, good for defending cities. Upgrade into Field Cannon.
- Field Cannon (Industrial Era): Long-range siege-like unit. Upgrade into Machine Gun.
- Machine Gun (Modern Era): High attack strength, useful for static defense. No further upgrade.
- Heavy Chariot (Ancient Era): Strong but expensive, requires Horses. Upgrade into Horseman.
- Horseman (Classical Era): Fast melee cavalry, great for flanking. Upgrade into Knight.
- Knight (Medieval Era): Heavy cavalry with high strength. Upgrade into Cuirassier.
- Cuirassier (Industrial Era): Strong cavalry, upgrade into Tank.
- Tank (Modern Era): Powerful armored unit. Upgrade into Modern Armor.
- Modern Armor (Information Era): Final cavalry unit.
- Spearman (Ancient Era): Bonus vs cavalry. Upgrade into Pikeman.
- Pikeman (Classical Era): Stronger anti-cavalry. Upgrade into Pike and Shot.
- Pike and Shot (Renaissance Era): Good against cavalry and melee. Upgrade into AT Crew.
- AT Crew (Industrial Era): Anti-tank unit. Upgrade into Helicopter? No, upgrade into Modern AT (Atomic Era).
- Modern AT (Atomic Era): Final anti-cavalry, very strong vs armored.
- Scout (Ancient Era): Fast, can ignore terrain penalties. No direct combat use.
- Skirmisher (Classical Era, requires Horses): Upgraded scout with attack capability.
- Battering Ram (Ancient Era): Support unit that allows melee to attack city walls. Obsolete after Medieval Era.
- Siege Tower (Ancient Era): Support unit that allows melee to attack city without wall penalty. Obsolete after Medieval Era.
- Catapult (Classical Era): First true siege weapon, strong vs district defenses. Upgrade into Trebuchet.
- Trebuchet (Medieval Era): Stronger siege. Upgrade into Bombard.
- Bombard (Renaissance Era): Powerful siege. Upgrade into Artillery.
- Artillery (Industrial Era): Long-range siege. Upgrade into Rocket Artillery.
- Rocket Artillery (Modern Era): Final siege unit, very powerful.
- Galley (Ancient Era): Basic naval melee.
- Quadrireme (Classical Era): Ranged naval.
- Caravel (Renaissance Era): Fast explorer, no combat role.
- Frigate (Renaissance Era): Strong ranged naval.
- Ironclad (Industrial Era): Heavy melee naval.
- Destroyer (Modern Era): Fast, anti-submarine.
- Battleship (Modern Era): Long-range naval siege.
- Aircraft Carrier (Atomic Era): Carries air units.
- Submarine (Modern Era): Stealth attack.
- Biplane (Modern Era): First fighter. Upgrade into Fighter.
- Fighter (Atomic Era): Air superiority.
- Jet Fighter (Information Era): Final air superiority.
- Bomber (Atomic Era): Siege from air. Upgrade into Jet Bomber.
- Jet Bomber (Information Era): Final bomber.
- Drone (Future Era, from Gathering Storm): Recon and attack.
- Settler: Found new cities. Costs Population to produce.
- Builder: Construct tile improvements (farms, mines, etc.). Can be captured.
- Trade Route (Trader): Create internal or international trade routes. Generates Gold, Food, Production, etc.
- Archaeologist: Excavate artifacts from antiquity sites. Requires a Museum.
- Naturalist: Build National Parks (requires Conservation civic).
- Missionary: Spread religion within own borders. Cheap but weak.
- Apostle: Spread religion and engage in theological combat. Can have promotions (e.g., Debater).
- Inquisitor: Remove heresy from own cities.
- Guru: Heal nearby religious units.
- Prophet: (only Great Prophet) Found religion.
- Military Engineer: Build forts, airstrips, missile silos, and railroads (requires Gathering Storm). Can also repair pillaged tiles.
- Supply Convoy (from Gathering Storm): Heal units on adjacent tiles; provides additional movement for units.
- Great General: Provides combat bonus to land units within range, or can create a Citadel improvement.
- Great Admiral: Provides combat bonus to naval units, or can be used to build a Shipwreck improvement.
- Great Scientist: Triggers a eureka for a random technology, provides free tech boost, or gives a unique tile improvement (e.g., Great Scientist Isaac Newton provides a free University).
- Great Engineer: Boosts wonder production, provides free walls, or builds the Ruhr Valley.
- Great Merchant: Boosts Gold, provides free Trade Route capacity, or creates a Corporation (from Gathering Storm).
- Great Writer: Creates a Great Work of Writing (requires Amphitheater).
- Great Artist: Creates a Great Work of Art (requires Art Museum).
- Great Musician: Creates a Great Work of Music (requires Broadcast Center).
- Great Prophet: Found a religion; replaced by a Prophet belief.
- City Center: Always present; grants housing, defense, and some yields.
- Campus: Generates Science, and provides slots for buildings (Library, University, Research Lab).
- Holy Site: Generates Faith, and allows building Shrine, Temple, etc.
- Encampment: Generates Production, trains military units faster, provides defense.
- Theater Square: Generates Culture, houses Great Works.
- Commercial Hub: Generates Gold, boosts Trade Routes.
- Industrial Zone: Generates Production, provides bonus from adjacent mines/quarries.
- Harbor: Generates Food and Gold, allows naval units to be built.
- Aerodrome: Build air units and hangars.
- Neighborhood: Provides Housing.
- Water Park (from Gathering Storm): Entertainment and Housing near coast.
- Government Plaza (from Gathering Storm): Unlocks additional Governors and bonuses.
- Diplomatic Quarter (from Gathering Storm): Boosts Diplomatic Favor.
- Entertainment Complex: Provides Amenities.
- Monument (City Center): +2 Culture, +1 Great Writer Point.
- Granary (City Center): +1 Housing, +2 Food.
- Water Mill (City Center, requires river): +1 Food, +1 Production.
- Library (Campus): +2 Science, +1 Great Scientist Point.
- University (Campus): +4 Science, +1 Great Scientist Point.
- Research Lab (Campus, requires University): +5 Science, +1 Great Scientist Point.
- Shrine (Holy Site): +1 Faith, +1 Great Prophet Point.
- Temple (Holy Site): +2 Faith, +1 Great Prophet Point; allows Apostles.
- Barracks (Encampment): +1 Production, trains land units faster; provides housing for military.
- Stable (Encampment): +1 Production, faster cavalry training.
- Armory (Encampment): +2 Production, +1 Great General Point.
- Military Academy (Encampment): +4 Production, grants extra experience.
- Amphitheater (Theater Square): +1 Culture, holds Great Works of Writing.
- Art Museum (Theater Square): +1 Great Artist Point, holds Great Works of Art.
- Archaeological Museum (Theater Square): Holds Artifacts.
- Broadcast Center (Theater Square): +4 Culture, holds Great Works of Music.
- Market (Commercial Hub): +3 Gold, +1 Great Merchant Point.
- Bank (Commercial Hub): +5 Gold, +1 Great Merchant Point.
- Stock Exchange (Commercial Hub): +7 Gold, +1 Great Merchant Point.
- Workshop (Industrial Zone): +2 Production, +1 Great Engineer Point.
- Factory (Industrial Zone): +4 Production, +1 Great Engineer Point; AoE bonus.
- Coal Power Plant (Industrial Zone, requires Coal): +6 Production but pollution.
- Oil Power Plant (Industrial Zone, requires Oil): +8 Production but pollution.
- Nuclear Power Plant (Industrial Zone, requires Uranium): +10 Production, less pollution.
- Barracks (Encampment) etc.
- Lighthouse (Harbor): +1 Movement for naval units, +1 Gold.
- Shipyard (Harbor): +2 Production, allows building of stronger ships.
- Seaport (Harbor): +2 Gold, +1 Great Admiral Point.
- Pad (Aerodrome) – actually Hangar and Airfield.
- Hangar (Aerodrome): +1 Air Capacity, +1 Gold.
- Airfield (Aerodrome): +2 Air Capacity, +1 Great General Point.
- Pyramids: +2 Builder charges, +1 Production from all tile improvements.
- Stonehenge: Free Great Prophet, +2 Faith.
- Oracle: +1 Great Person point per district, boosts GPP generation.
- Great Library: Free tech boost upon completion, +2 Science, +1 Great Scientist point.
- Colosseum: +2 Amenities in all cities, +2 Culture.
- Alhambra: +2 Culture, +1 Great General point, free walls.
- Forbidden City: +1 Wildcard policy slot.
- Big Ben: +50% Gold per trade route, +2 Gold.
- Statue of Liberty: +2 Diplomatic Favor per turn, +1 Diplomatic Victory point.
- Ruhr Valley: +10% Production in all cities, +2 Production for mines.
- Broadway: +2 Culture, +1 Great Musician point, free Great Work of Music.
- Sydney Opera House: +2 Culture, +1 Great Musician point, provides Tourism.
- Biosphère (from Gathering Storm): +4 Science, +2 Great Scientist point, boosts rainforests.
- Golden Gate Bridge: +2 Gold, connects continents, boosted tourism.
- Mount Everest: +1 Faith on adjacent tiles.
- Great Barrier Reef: +2 Science, +1 Food, +1 Gold per tile.
- Yosemite: +1 Culture, +1 Gold per tile.
- Crater Lake: +3 Faith, +1 Science.
- Galapagos Islands: +2 Science, +1 Culture.
- Bananas: +2 Food, +1 Production (after plantation).
- Cattle: +1 Food, +1 Production.
- Copper: +2 Gold, +1 Science (after mine).
- Crabs: +1 Food, +1 Gold.
- Deer: +1 Food, +1 Production.
- Fish: +1 Food, +1 Gold.
- Maize (Maya & Gran Colombia pack): +2 Food.
- Sheep: +1 Food, +1 Production.
- Stone: +1 Production, +1 Gold after quarry.
- Wheat: +1 Food, +1 Production.
- Amber: +1 Gold, +1 Faith (after mine).
- Cinnamon: +1 Gold, +1 Culture.
- Cloves: +1 Gold, +1 Faith.
- Cotton: +1 Gold, +1 Culture.
- Diamonds: +4 Gold.
- Dyes: +1 Gold, +1 Culture.
- Furs: +1 Gold, +1 Culture.
- Gold: +3 Gold.
- Incense: +2 Faith.
- Ivory: +2 Gold.
- Jade: +1 Gold, +1 Culture.
- Marble: +2 Production.
- Olives (from Gathering Storm): +1 Food, +1 Gold.
- Pearls: +1 Gold, +1 Faith.
- Salt: +1 Food, +1 Gold.
- Silk: +1 Gold, +1 Culture.
- Silver: +2 Gold.
- Spices: +1 Gold, +1 Faith.
- Sugar: +1 Food, +1 Gold.
- Tea (Gathering Storm): +1 Gold, +1 Culture.
- Tobacco: +1 Gold, +1 Faith.
- Truffles: +1 Food, +1 Gold (requires camp).
- Whales: +1 Food, +1 Gold.
- Wine: +1 Gold, +1 Faith.
- Horses: Cavalry, light cavalry units.
- Iron: Melee, swordsman, and other units.
- Niter (from Gathering Storm): Gunpowder units (field cannons, musketmen).
- Coal: Power plants, industrial units (ironclad).
- Oil: Tanks, planes, modern ships.
- Aluminum: Air units, army upgrades (corps/army).
- Uranium: Nuclear weapons, nuclear power plants.
- Research Tree: Unlocks via Science output. Full list omitted for brevity, but key tiers include Ancient (Pottery, Writing), Classical (Mathematics, Currency), Medieval (Education, Machinery), etc.
- Government Plaza (Gathering Storm) unlocked via Early Empire.
- Nationalism unlocks corps/armies.
- Suffrage unlocks cheap Corps.
- Ideologies (Democracy, Communism, Fascism) give major bonuses.
- Cultural Hegemony (Culture victory focus).
- Chiefdom: 1 Military, 1 Economic.
- Autocracy: 1 Military, 1 Economic, +10% Wonder Production, +1 Great General point.
- Oligarchy: 2 Military, 1 Economic, +4 Combat Strength for melee units.
- Classical Republic: 1 Military, 1 Economic, +1 Wildcard, +1 Great Person point per district.
- Monarchy: 2 Military, 1 Economic, +1 Wildcard, +1 Housing per city.
- Theocracy: 1 Military, 2 Economic, +1 Wildcard, cheaper faith purchases.
- Merchant Republic: 1 Military, 2 Economic, +1 Wildcard, +1 Trade Route capacity.
- Democracy: 2 Economic, 2 Wildcard, +1 Diplomatic slot, +1 Housing per city, +1 Trade Route.
- Communism: 2 Military, 1 Economic, 1 Wildcard, +1 Production per district.
- Fascism: 2 Military, 1 Economic, 1 Wildcard, +3 Combat Strength for units.
- Synthetic Technocracy (Gathering Storm): 2 Economic, 2 Wildcard, +1 Science per district.
- Digital Democracy (Gathering Storm): 2 Economic, 2 Wildcard, +1 Culture per district.
- Corporate Libertarianism (Gathering Storm): 2 Economic, 2 Wildcard, +1 Gold per district.
- Military: Agoge (+50% Production for melee units), Conscription (cheaper upgrades), Retainers (free unit maintenance), Professional Army (reduce upgrade costs).
- Economic: Colonization (faster Settlers), Serfdom (+2 charges for Builders), Triangular Trade (bonus Gold from trade routes), Merchant Confederation (+1 Envoy per turn to city-states).
- Diplomatic: Charismatic Leader (+1 Diplomatic Favor per turn), Gunboat Diplomacy (+2 Suzerain rewards), Wisselbanken (+2 Gold per trade route with city-state).
- Wildcard: Any type (e.g., from Forbidden City or Government Plaza).
- Exodus of the Evangelists: +2 Faith per turn, +1 Great Prophet point.
- Pen, Brush, and Voice: +2 Culture per turn.
- Reformation Church: +2 Faith per turn from each city with a Temple.
- Etc.
- God of the Forge: +25% Production toward Ancient and Classical military units.
- God of the Open Sky: +1 Culture from Pastures.
- Goddess of the Harvest: +1 Food from Plantations.
- Religious Settlements: Free Settler, faster border growth.
- Divine Spark: +1 Great Person point from Holy Sites and Campus.
- Earth Goddess: +2 Faith from tiles with Breathtaking appeal.
- Initiation Rites: +50 Gold and +1 Faith from clearing a Barbarian camp.
- Fertility Rites: +10% Growth.
- God of War: +1 Faith from kills.
- Monument to the Gods: +15% Wonder Production.
- Stone Circles: +2 Faith from Quarries.
- Oral Tradition: +1 Culture from Plantations.
- Goddess of Festivals: +1 Food from Plantations.
- Religious Idols: +1 Production from Mines over luxury resources.
- Follower Belief: God of the Sea (+1 Production from Fishing Boats), Choral Music (+1 Culture from Shrines), Feed the World (+3 Food from Shrines and Temples), Work Ethic (+1 Production from Shrines and Temples), etc.
- Worship Belief: Cathedral (slot for a Great Work of Art), Mosque (+1 Faith from Missionaries), Pagoda (+1 Faith, +1 Culture), Synagogue (+2 Faith), Wat (+2 Science).
- Founder Belief: Church Property (+2 Gold per city following your religion, for founder), Crusade (+10 Combat Strength near foreign cities following your religion), Pilgrimage (+2 Faith per foreign city following your religion), Tithe (+1 Gold per 4 followers), World Church (+1 Culture per 5 followers), etc.
- Enhancer Belief: Itinerant Preachers (religion spreads further), Reliquaries (triple Relic Faith and Gold), Missionary Zeal (+3 movement for Missionaries), Defender of the Faith (+10 Combat Strength near cities of your religion).
- Religious Victory: Must convert all civs to your religion.
- Gold: Main economic resource. Used to purchase units, buildings, tiles, etc., and trade with other civs. Generated by Commercial Hubs, Taxes, Trade Routes, and improvements.
- Faith: Used to purchase religious units, Great People (with certain policy), naturalists, and rock bands. Generated by Holy Sites, religious buildings, and pantheons.
- Science: Used to research technologies. Generated by Campuses, Libraries, special improvements.
- Culture: Used to research civics and expand borders. Generated by Theater Squares, Monuments, certain improvements.
- Production: Used to build units, buildings, wonders. Generated by tile yields, Industrial Zones, mines.
- Food: Used to grow city population. Generated by farms, some improvements.
- Housing: Determines maximum population growth.
- Amenities: Happiness; low amenities cause rebellion. Provided by luxury resources, Entertainment Complexes, some policies.
- Diplomatic Favor: Used to vote in World Congress, trade for other resources. Generated by alliances, city-state suzerainty, certain buildings (Diplomatic Quarter).
- Great Person Points: Accumulate to generate Great People. Specific to each type (General, Scientist, etc.).
- Tourism: Leader to Cultural Victory. Generated by Great Works, wonders, improvements, trade routes.
- Great Work of Writing: Slot in Amphitheater. +2 Culture, +2 Tourism.
- Great Work of Art: Slot in Art Museum. +3 Culture, +3 Tourism (themed museums give more).
- Great Work of Music: Slot in Broadcast Center. +4 Culture, +4 Tourism.
- Artifact: Provides +2 Culture, +2 Tourism.
- Corps (2 identical units combined): +10 Combat Strength.
- Army (3 units): +17 Combat Strength.
- Fleet (2 naval units): +10.
- Armada (3 naval units): +17.
- Battering Ram: Allows melee units to attack city walls with full strength. Obsolete after Medieval.
- Siege Tower: Allows melee units to ignore wall defense bonus. Obsolete after Medieval.
- Magnus: +50% Production for settlers, no population loss on settler creation.
- Liang: +1 Amenity from improvements, +2 Housing from Neighborhoods.
- Reyna: +2 Gold per district, can purchase districts with Gold.
- Victor: +5 Combat Strength in city, +3 Loyalty per turn.
- Amani: +2 Envoys per turn for a city-state, faster spread of religion.
- Moksha: +20% Faith generation, can purchase Apostles with Faith.
- Pingala: +20% Science and Culture, +1 Great Person point.
- Early Game: Focus on building Scouts (exploration), Settlers (expansion), and a couple of military units (defense). Prioritize Campus/Holy Site depending on victory path.
- Mid Game: Build Industrial Zones for Production, Commercial Hubs for Gold, and start generating Great People. Look for strategic resources (Iron, Horses) to upgrade units. Use Great Scientists to boost techs.
- Late Game: Build your victory-specific items: Spaceport (Science Victory), Rock Bands/Naturalists (Culture Victory), Apostles (Religion), Military units (Domination), or Diplomatic Quarter (Diplomatic).
- Pair Military Engineers with Battering Rams for quick wall destruction.
- Use Great General's Citadel improvement to boost Production in a city.
- Combine Great Scientist Albert Einstein with high adjacency Campus.
- For Culture Victory, theme your Museums by era/artist combo (e.g., three Renaissance portraits from same artist).
- Use the policy "International Space Agency" when building space race projects.
- The policy "Grand Opera" (+50% Great Musician points) when generating Great Musicians.
#### Ranged Units
#### Cavalry Units
#### Anti-Cavalry Units
#### Light Cavalry Units
#### Siege Units
#### Naval Units (Melee, Ranged, Carrier, Submarine)
#### Air Units
How to obtain: Build in cities with appropriate district (Encampment for land, Harbor for naval, Aerodrome for air). Costs Production and strategic resources (Iron, Horses, Oil, etc.).
When useful: Always—defense, expansion, conquest. Key synergies: Use flanking support (Great General) and promotions (e.g., +1 range for ranged units).
Civilian Units
Religious Units
Support Units
Great People
Great People are special units generated by accumulating Great Person Points (GPP) from districts (Campus, Theater Square, Commercial Hub, etc.). Each Great Person has a unique effect upon activation (one-time use). Types:
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2. Buildings and Districts
Districts
Districts are specialized tile improvements that must be placed on the map. Each city can have a limited number depending on population.
How to obtain: Build with a cost in Production that increases over time.
Buildings
Buildings are placed inside districts, providing additional yields or abilities.
How to obtain: Production cost, sometimes require strategic resources.
When useful: Always; buildings are the backbone of your empire.
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3. Wonders
World Wonders
World Wonders are unique, one-of-a-kind constructions that provide powerful bonuses. Only one wonder can be built in the entire world. They require specific terrain and have high Production costs.
List of notable wonders (full list is long; here are key ones):
How to obtain: Must be researched (Civics or Technology), then built in a city with appropriate terrain.
When useful: Mid-to-late game; they provide long-term advantages. Synergies: Many wonders boost specific yields or provide policy slots.
Natural Wonders
Natural wonders are unique tile features discovered on the map. They provide bonuses when a city is founded nearby, or when tiles are worked.
Examples:
How to obtain: Discovered by exploring.
When useful: Early game; can give a huge boost to that city.
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4. Resources
Bonus Resources
These provide extra yields when worked by a city. They are not tradeable.
Luxury Resources
These provide Amenities (happiness) to the empire. Each unique luxury resource gives +1 Amenity to 4 cities. They can be traded.
Strategic Resources
Needed to build and upgrade units, and for some buildings. Depleted per turn.
How to obtain: Improve the tile with appropriate improvement (Mine, Pasture, Quarry, Oil Well, etc.).
When useful: Throughout the game; strategic resources gate your military power.
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5. Technologies and Civics
Technologies
Technologies are researched to unlock units, buildings, wonders, and tile improvements. They are not items per se but are the keys to unlock items.
Civics
Civics are researched through Culture output, unlocking governments, policies, and new units/buildings.
How to obtain: Generate Science/Culture.
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6. Governments, Policies, and Dedications
Governments
Governments provide bonus policy slots and special bonuses. Unlocked via civics.
Policies
Policies are cards that fit into slots (Military, Economic, Diplomatic, Wildcard). They provide various bonuses. Examples:
How to obtain: Research civics.
When useful: Constantly swap as situation changes.
Dedications (from Gathering Storm)
Dedications are temporary bonuses chosen every era.
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7. Pantheons and Religions
Pantheons
Pantheons are chosen early in the game (first player to get a Great Prophet). They provide a unique bonus.
Religions
Once founded, you can choose a Faith (e.g., Buddhism, Christianity, Islam) and then pick beliefs:
How to obtain: Pantheon: be first to get a Great Prophet (or use Stonehenge). Religion: found after Pantheon.
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8. Currencies
Civilization VI uses multiple resources that function as currencies:
How to obtain: Various.
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9. Collectibles: Great Works and Artifacts
Great Works
Great Works are created by Great People (Writers, Artists, Musicians) and can be placed in appropriate buildings (Amphitheater, Art Museum, Broadcast Center). They generate Culture, Tourism, and sometimes Gold or Faith.
How to obtain: Activate a Great Person of the corresponding type when you have an open slot.
When useful: Culture Victory. Theming bonuses require specific combos (e.g., all from same era/artist).
Artifacts
Artifacts are collected by Archaeologists from Antiquity Sites (found on the map). Placed in Archaeological Museums, they generate Culture, Tourism, and can be themed.
How to obtain: Build an Archaeologist (requires Museum) and send to a site.
Relics
Relics are special items from religious buildings (like Apostolic Palace) or from defeating enemy Apostles. They provide +3 Faith and +3 Gold (doubled with Reliquaries belief).
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10. Special Items & Mechanics
Corps, Fleet, Army, Armada
Upgraded unit types that provide increased strength. Unlocked via the Nationalism civic (Corps/Fleet) and later Mobilization (Army/Armada).
Cost: Gold or Production, requires two units of same type on same tile.
Siege Support Units
Promotions
Units gain experience and can choose promotions (e.g., +1 Range for ranged, +5 vs anti-cavalry, etc.). Each unit class has a promotion tree.
Golden/Dark Ages
Per era, you earn a Historic Moment score. If you exceed the threshold, you get a Golden Age; otherwise, a Dark Age (or Normal). Golden Ages provide powerful bonuses (e.g., Monumentality: +30% Builder charges, cheaper faith purchases). Dark Ages provide negative effects but can be turned into Heroic Age next era.
City-States
City-states are independent mini-civilizations. Each has a type (Cultural, Industrial, Militaristic, Religious, Scientific, Trade). They provide bonuses to suzerains (+1 Envoy per turn). Suzerains can activate unique units (e.g., Crouching Tiger from Hong Kong) or bonuses.
Governors (from Gathering Storm)
Governors are special units placed in cities to provide bonuses. Each has a promotion tree.
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11. How to Obtain Items Synergistically
Key Synergies:
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Conclusion
This guide covers all major "items" in Civilization VI—though they are not inventory items, every unit, building, resource, policy, and great person is a tool for your empire. Mastering when and how to obtain and use these elements is the key to victory on any difficulty.
Note: This guide does not include every single unique unit, building, or improvement from all DLCs and expansions (Gathering Storm, Rise and Fall, New Frontier Pass). The above list covers the core game plus major expansion features. For a complete list, refer to the in-game Civilopedia.