Wonders have always been a major part of the Civlization series, and Civilization 6 carries on the franchise's proud tradition. These breathtaking structures from across history are expensive to build but provide lots of benefits to the empire that completes them.

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Some Wonders are powerful enough to base an entire campaign strategy around, while others are just generally useful. Other Wonders... well, let's just say they're more wondrous in real life. We've ranked all 53 Wonders in Civ 6 so you can choose the best ones to adorn your cities.

S-Tier

The Three Greatest Wonders

There's a lot of competition to name the best Wonders in Civilization 6, but these three in particular provide exceptional value for any campaign seeking any victory type.

Mausoleum at Halicarnassus

  • Every Coast tile in the same city yields one additional Science, Culture, and Faith.
  • Great Engineers get one additional charge.

Most empires will have at least one coastal city, and even if your strategy isn't focused on naval power the Mausoleum provides a ton of extra Science, Culture, and Faith over the course of the game.

The extra charges for Engineers can help you get late-game Wonders finished as soon as possible. Best of all, the AI rarely recognizes how valuable the Mausoleum is, so you won't often have a lot of competition for it!

Oxford University

  • Oxford University's home city produces twenty percent more Science.
  • Two random Technologies are automatically researched when Oxford University is completed.
  • Produces three Great Scientist points per turn.
  • Provides two slots for Great Works of Writing.

Science is important for every victory type, and Oxford super-charges your research. Build it in your best Science city to maximize its bonus, and fill it with Great Works of Writing to provide extra Culture as well!

Pyramids

  • Provides two Culture per turn.
  • A free Builder appears at the Pyramids when they're completed.
  • All Builders get one additional charge.

Builders are the most important unit in the game, and it's safe to say that you'll be recruiting a lot of them over the course of a campaign. A free Builder saves you a few turns of training (or the Gold cost of buying one outright), and the extra charges reduces the total number of Builders you'll have to train throughout the game.

The extra two Culture each turn is a nice bonus, especially when you consider that the Desert tile the Pyramids are built on probably wouldn't be doing anything for you until the late game otherwise.

A-Tier

Essential To Victory

Your selection of Wonders will usually depend on your preferred victory condition. Once you've decided, the appropriate Wonders from this list are must-haves.

Big Ben

  • Provides six Gold per turn.
  • Provides an additional Economic Policy slot.
  • Provides three Great Merchant points per turn.
  • Grants a lump sum of Gold based on your current treasury when completed.

Gold is the key to victory no matter your end goal. Big Ben provides a huge boost to your economy, and the extra Policy slot makes it one of the most valuable Wonders in the game.

Save as much Gold as you can in the final turns before Big Ben is completed - the more you have, the more you'll earn! You can also trade Luxuries and unneeded Strategic Resources for cash the turn before it finishes.

Biosphere

  • Rainforest and Marsh tiles within your borders increase the Appeal of adjacent tiles.
  • Triples the Power output of all renewable sources, and causes them to generate Tourism as well.
    • If you don't have Gathering Storm enabled, instead provides a lump sum of Science when completed.

The late game incentivizes players to move away from fossil fuels and build renewable energy improvements instead. The Biosphere ensures that you'll never miss your Coal and Oil Plants by making renewables extra-efficient.

The Biosphere is especially useful for a Culture Victory, as it can provide a large amount of Tourism thanks to its traits. It's a late Wonder, but it could be just the push you need to win.

Broadway

  • Grants a free Inspiration for a random Atomic-Era Civic.
  • Provides three Great Writer points per turn.
  • Provides three Great Musician points per turn.
  • Has one slot for Great Works of Writing.
  • Has two slots for Great Works of Music.
  • Increases its city's Culture output by twenty percent.

The Great White Way is essential for Culture-based civilizations, helping to claim the last few Great Writers and Musicians as the campaign reaches the endgame and providing a place to showcase their works. Its local Culture boost is a huge boon as well - Broadway can be surprisingly helpful for military gameplay, as Culture helps unlock Corps, Armies, and powerful late-game Policies.

Eiffel Tower

  • Every tile within the owner's borders gets two additional Appeal.

The Eiffel Tower is great for getting extra Tourism out of Resorts, but it really shines for players trying to build large, populous cities. Neighborhoods and Preserves both provide extra Housing based on local Appeal, so with the Eiffel Tower in play you can maximize this bonus and grow your cities faster.

Hagia Sophia

  • Provides four Faith per turn.
  • Apostles and Missionaries gain one extra charge.

Training Missionaries and Apostles to go out and spread their faith is a key part of a Religious Victory. The player that builds Hagia Sophia is in a much better position to do so than their rivals.

Extra charges give your religious units more chances to convert enemy cities, reducing the number of them that you'll need to train over the course of the game. The extra Faith from the Wonder is a nice little bonus on top!

Hanging Gardens

  • Speeds population growth in all the owner's cities by fifteen percent.
  • Provides two additional Housing in its home city.

Food is the most basic resource in the game, but it's essential for building large cities capable of bringing your civilization to the victory screen. Getting the Hanging Gardens built early on provides exceptional long-term benefits, especially as the game wears on and growth is slowed by Housing caps and greater food requirements.

If you need to build a Wonder to satisfy the Inspiration requirement for Drama and Poetry, the Hanging Gardens are always a good choice.

Hermitage

  • Provides three Great Artist points per turn.
  • Has four slots for Great Works Of Art.

Themed Museums are a major part of the mid-game strategy when pursuing a Culture Victory, but it can take time to acquire a diverse enough collection of Great Works of Art. Invariably, you'll end up with works that don't fit any of your museums. That's where the Hermitage comes in!

By storing your mismatched art in this Wonder, you can get an even healthier Tourism income and keep producing Great Artists. The Sculptures of Donatello make an especially good exhibit at this prestigious institution!

Kilwa Kisiwani

  • City-State vassals provide fifteen percent more of the resource granted by their type.
    • This bonus is doubled if the player has two or more vassals of the same type.
  • Grants three Envoys when completed.

The Suzerain Bonuses of City-States are some of the most-overlooked benefits available in the game. Becoming the Suzerain of the correct City-States can make a good build even better. Kilwa Kisiwani transforms City-State overlordship from good practice to a full-on strategy in its own right.

Kilwa is best for highly specialized empires, but the exact specialization doesn't matter. Remember that City-States provide resources based on the specific buildings you have in your empire; Libraries and Universities for Scientific City-States, for example, or Markets and Banks for Trade City-States.

Build and fully upgrade a Diplomatic Quarter to get the most out of Kilwa Kisiwani.

Mahabodhi Temple

  • Provides four Faith per turn.
  • Spawns two Apostles when completed.
  • Grants two Diplomatic Victory Points when completed.

Apostles get expensive fast, since their Faith cost increases each time you recruit one. Getting two for free lets you proselytize aggressively or fully upgrade your Beliefs in one fell swoop.

If you're playing with Diplomatic Victory enabled, Mahabodhi Temple also helps keep you on pace in case you need to switch between pursuing a Religious and Diplomatic win.

Oracle

  • Provides one Culture and one Faith per turn.
  • Districts in the same city provide two additional Great Person points than they would normally.
  • Using Faith to recruit Great People costs less.

The Oracle is a great Wonder to build early for the Drama and Poetry boost, especially if you're planning to build large, District-heavy cities. Being able to compete with other players for Great People is key to every victory type, after all!

Statue of Liberty

  • All friendly cities within six tiles of the Statue have their Loyalty locked at maximum.
  • Grants four Diplomatic Victory Points when completed.
    • If Gathering Storm is not enabled, spawns two free Settlers instead.

If you're playing with Gathering Storm, you should always angle toward a Diplomatic Victory as a secondary win condition, even if your main goal lies elsewhere. The Statue of Liberty is critical for speeding up your progress toward a win, potentially saving you a minimum of sixty turns on Standard Speed.

If you're playing without Gathering Storm, the two free Settlers are certainly welcome, but their usefulness will be limited by the amount and quality of land available by the time Lady Liberty raises her torch.

Terracotta Army

  • All land units controlled by the owner get a free Promotion when this Wonder is completed.
  • The owner's Archaeologists can ignore closed borders.
  • Provides two Great General points per turn.

Whether it's because you were conquering early neighbors or defending against aggressors, the Terracotta Army lets you capitalize on having a large army at the end of the early game. Even a single Promotion greatly enhances a unit's effectiveness, so getting a bunch all at once will make your troops the envy of the ancient world.

Try to have eight or more land units by the time the Terracotta Army is built - that way, you'll get the Inspiration for Mercenaries, which you'll want to research soon.

B-Tier

Excellent, But Situational

This group of Wonders can provide incredible value, but require very specific geography or a niche empire build in order to do so. If you have an opportunity to get a lot out of these Wonders, you should take it - in those cases, they can prove even better than the A-Tier.

Amundsen-Scott Research Station

  • All cities in the owner's empire produce twenty percent more Science and ten percent more Production.
    • This bonus is doubled in cities with five or more Snow tiles within three tiles of the City Center.
  • Provides five Great Scientist points per turn.

A blanket bonus to Science and Production is massive, but there's a lot that goes into building Amundsen-Scott Research Station. Unless you're playing as Russia or Canada, settling near the poles will take a long time to provide a return on investment. If you do find yourself in a position to make use of this Antarctic Wonder, however, it's hard to find a better use for your Great Engineer charges.

Casa de Contrataciòn

  • Provides three Governor promotions when completed.
  • Provides three Great Merchant points per turn.
  • All of the owner's cities on a different continent from their original capital produce fifteen percent more Production, Faith, and Gold.

Three extra Governor promotions are enough on their own to make this Wonder worth building. If you have lots of cities in faraway lands - or were lucky enough to spawn at the border of two continents - Casa de Contratación sets you up for an exception second half of the game.

Chichen Itza

  • All Rainforest tiles in the same city yield two additional Culture and one additional Production.

Rainforest tiles can be tough to work with, but if you find the jungle encroaching on a city then Chichen Itza could be the solution. It's best if there are opportunities for Banana and Cocoa Plantations within the city's borders, but bonus Culture, bolstered by Campuses and Theater Squares at the edge of the Rainforest, can turn your city into a tropical paradise.

Give Reyna the Financier the Forestry Management promotion and assign her to Chichen Itza's city - the Rainforests will add two Gold to their per-turn yields as well!

Colosseum

  • Provides two Culture per turn.
  • Provides two Amenities and two Loyalty to all friendly City Centers within six tiles.

A high Amenities count can earn some impressive bonuses, especially in the late game when percentages really matter. Building the Colosseum is a great way to keep a small, focused empire on track.

Lady Six Sky and Tokugawa both benefit from having small empires with short distances between cities. The Colosseum is perfect for them!

Cristo Redentor

  • Provides four Culture per turn.
  • Seaside Resorts grant twice as much Tourism.
  • Negates the post-Enlightenment Tourism penalty for Relics and Holy Cities

It's not uncommon for a religious civilization to switch into a Culture Victory if their faith hasn't exactly caught on by the late game. With Cristo Redentor, you can still leverage your Relics and Holy Cities toward your new goal. Be sure to use the Appeal lens to check for good Seaside Resort locations as well!

Etemenanki

  • Provides two Science per turn.
  • All Marsh tiles within the owner's borders yield two Science and one Production per turn.
  • All Floodplains tiles in the same city yield one Science and one Production per turn.

There's no middle ground with Etemenanki - it's either useless or the best possible Wonder, depending entirely on the prevalence of Marshes and Floodplains in your part of the world. If you find yourself with even a moderate quantity of either, rush Writing and build Etemenanki before anybody else can do so.

Golden Gate Bridge

  • Provides three Amenities.
  • Increases the Appeal of all tiles in the same city by four.
  • Doubles Tourism from tile improvements and National Parks in the same city.
  • Counts as a Modern Road on the map.

The Golden Gate Bridge can be tough to zone and tougher to fully exploit - you need a large, populous city with coastline and/or Mountains for Resorts and enough room for a National Park, plus a place to actually build the bridge! If you can pull it off, though, your city will easily be the highest producer of Tourism in the world.

If you can somehow build both the Golden Gate Bridge and the Biosphere in the same city, Wind and Solar Farms anywhere you can't place a Resort will grant even more Tourism.

Great Bath

  • Provides three Housing and one Amenity.
  • The Great Bath's home city is immune to river flood damage.
  • Floodplains get a smaller bonus from river flooding, but yield one additional Faith per turn for each time they've flooded since the Great Bath was built.

Floodplains can be a blessing and a curse. If your starting position includes a river that floods often, don't wait until you can construct a Dam - build the Great Bath right away. Not only will this save you a lot of frustration and Builder charges by protecting your improvements, but it will also provide extra Faith over the course of the game.

Huey Teocalli

  • Grants one Amenity for each adjacent Lake tile.
  • All Lake tiles within your borders yield one additional Food and Production per turn.

If you happen to find a large freshwater Lake, try to build Huey Teocalli in the middle. This Wonder should have at least three adjacent Lake tiles to be worth the build. Once it's done, any other Lakes will provide much more value to their cities, and you'll have extra Amenities to go around!

Machu Picchu

  • Provides four Gold per turn.
  • Commercial Hubs, Industrial Zones, and Theater Squares all gain adjacency bonuses from Mountains.

Mountainous regions are great for defense, to say nothing of the adjacency bonuses they provide for Holy Sites and Campuses. However, they can be restrictive when it comes to getting good yields from your cities. Machu Picchu helps fix this problem by letting Mountain tiles enhance more District types.

Panama Canal

  • Provides ten Gold per turn.
  • Immediately builds two Canal Districts in adjacent tiles to connect two bodies of water.

The Panama Canal can be a game-changer for a Domination Victory. Creating a new sea route where one didn't exist before has the potential to save dozens of turns moving your navies and embarked units around the map.

The extra Canals can be used to boost adjacent Industrial Zones!

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Petra

  • Non-Floodplain Desert tiles in the same city yield two additional Food, two additional Gold, and one additional Production per turn.

Deserts are among the hardest terrain types to manage in the game. Unless you take Desert Folklore as your Pantheon, or can wait until the late game when you can build Solar Farms, there's not a lot that you can do with a big patch of sand.

Petra takes a while to build, since its home city isn't likely to be very productive at first, but once it's done it can transform a barren desert into the jewel of your empire.

Ruhr Valley

  • The Ruhr Valley's city gets twenty percent more Production.
  • Each Mine and Quarry in the same city produces one additional Production per turn.

An industrial city that doesn't need to worry about Appeal has a lot of uses, from cranking out troops for the war effort to finishing Space Race projects. If you identify a site for such a city along a river - usually with lots of hills and mineral resources - remember to leave room for the Ruhr Valley while planning your Dams, Aqueducts, and Industrial Zones.

Statue Of Zeus

  • Provides three Gold per turn.
  • Spawns three Archers, three Spearmen, and one Battering Ram when completed.
  • The owner gets fifty percent more Production toward Anti-Cavalry units.

The Statue of Zeus gives you a full-sized army when it's finished, more than enough to take a city or two in most cases. Its passive effect, though, is often overlooked; cheaper Anti-Cavalry units gives you a great way to compete if you don't have access to Iron. Defeat quality with quantity!

It's best to have the Conscription Policy - and later, Levee en Masse - if you're going to build the Statue of Zeus. Those extra units will get expensive!

St. Basil's Cathedral

  • All Tundra tiles in the same city yield one additional Food, Production, and Culture per turn.
  • Has three slots for Relics.
  • Religious Tourism in St. Basil's home city is doubled.

The iconic onion-shaped domes of St. Basil's Cathedral are best in cold Tundra regions, but like Petra this Wonder can turn a mediocre city into a thriving metropolis. Alternately, Russia and Canada can both use it to make their civilization bonuses even better!

Build St. Basil's Cathedral in a Holy City - either your own or one you've conquered - to get the most out of its Tourism modifier.

Temple of Artemis

  • Provides four Food per turn.
  • Provides three Housing.
  • Provides one Ameniy for each Camp, Pasture, and Plantation within four tiles.

The Temple of Artemis is useful for stimulating early population growth in a city, but you should only consider it if you have lots of resources nearby. It pays to count how many Amenities you'll get from Camps, Pastures, and Plantations before committing a tile to the Temple of Artemis; this is one Wonder that sinks or swims by its location.

University of Sankore

  • Provides three Science and one Faith per turn.
  • Provides two Great Scientist points per turn.
  • Every Trade Route to this Wonder's home city provides two additional Science.
    • Domestic Trade Routes also provide one additional Faith.
    • Foreign Trade Routes also provide one additional Science and one additional Gold.

The University of Sankore has some pretty stringent zoning requirements - it can only be placed in a Desert next to a Campus with a University - so you may not even get a chance to build it. If you do, though, it's a great way to boost your Science. Make sure that the home city has lots of Districts to encourage trade from abroad.

If the World Congress is enabled, try pushing through votes that will incentivize other players to send their Traders your way.

Venetian Arsenal

  • Each time the owner trains a naval unit, they receive an identical one for free.
  • Provides two Great Engineer Points per turn.

Naval power in Civilization 6 is vastly underrated. Ruling the seas lets you pursue a Domination Victory or simply undermine your rivals with blockades and pillaging. If the sea is part of your strategy - and it should be - the Venetian Arsenal lets you overwhelm your foes with numbers or simply create Fleets and Armadas with ease.

C-Tier

Could Be Useful

These Wonders aren't going to be a top priority, but if your economy is in great shape and you can afford to build superfluous Wonders, they can help you build an even stronger position. Alternately, if you get beaten to an important Wonder, one of these could help you stay in contention.

Angkor Wat

  • Provides two Faith per turn.
  • Immediately increases the population of all friendly cities by one, and provides Housing for them, when completed.

Population is important, but an extra citizen in each city isn't the kind of benefit you'd expect from a Wonder. If you settled or conquered aggressively early in the game, and can get plenty of value from Angkor Wat, it can be worthwhile, but otherwise your Production is better spent elsewhere.

Apadana

  • Provides two additional Envoys.
  • Has two slots for Great Works of any type.
  • Grants two additional Envoys whenever another Wonder is completed in the same city.

The Apadana can help bolster a strategy focused on City-State relations, especially if you can build Kilwa Kisiwani in the same city. Multiple Wonders can be a tall order though, so it can be hard to justify the expense of making the Apadana worthwhile.

Bolshoi Theater

  • Provides two Great Writer points and two Great Musician points per turn.
  • Has one slot for Great Works of Writing and one slot for Great Works of Music.
  • The owner immediately unlocks two random Civics when completed.

The Bolshoi Theater can help bolster a Culture Victory, but is more of a support Wonder to more important ones like Broadway.

Colossus

  • Provides three Gold per turn.
  • Provides one Great Admiral point per turn.
  • Increases the owner's Trade Route capacity by one.
  • Spawns a Trader when completed.

It's actually cheaper to build a Commercial Hub, Market, and Trader for the amount of Production you'd commit to the Colossus. If you have a coastal city that's ahead of the curve, building the big bronze boy can net you some Tourism and some extra progress toward a Great Admiral, but it's best to see the Colossus as a bonus rather than a major part of your economic strategy.

Estádio do Maracanã

  • The owner's cities produce six additional Culture each per turn.
  • The owner's cities each produce two additional Amenities.

If you have a sprawling empire with cities numbering in the double digits, this enormous stadium is an easy choice. Even if you aren't going for a Culture Victory, the extra Culture from your cities can help prevent an opponent from getting one.

The Estádio is much weaker in smaller empires, so its usefulness varies on a game-by-game basis.

Forbidden City

  • Provides five Culture per turn.
  • Provides one Wildcard Policy slot.

The AI loves to build the Forbidden City, so building it is just as much about denying someone else the WIldcard slot as it is about getting it yourself. The real trick is having a City Center with undeveloped land nearby but enough Production to build a mid-game Wonder.

Great Library

  • Provides two Science per turn.
  • Provides one Great Scientist point per turn.
  • Provides one Great Writer point per turn.
  • Has two slots for Great Works of Writing.
  • Triggers the Eureka for all Ancient and Classical Technologies when completed.
  • Whenever another player earns a Great Scientist, the Great Library provides a random Eureka.

The Great Library isn't great in the base game, but once you're playing with Rise And Fall or Gathering Storm, it becomes excellent for keeping up with high-difficulty AI players. Assuming you can beat them to building it, the Great Library speeds up your research every time an opponent gets a Great Scientist. On Deity difficulty, that will happen a lot.

If a player builds the Great Library before you, take it from them through conquest!

Great Zimbabwe

  • Provides five Gold per turn.
  • Provides two Great Merchant points per turn.
  • Increases the owner's Trade Route capacity by one.
  • Trade Routes originating from Great Zimbabwe's city generate two additional Gold for each Bonus Resource within the city.

Great Zimbabwe relies on having lots of Bonus Resources, so it can be very hit or miss. It also encourages you to concentrate your trade in one place, which isn't always ideal since Traders can be used to get extra Production toward an expensive project.

If a city can benefit from the Temple of Artemis, consider whether Great ZImbabwe might be a good fit there when the Renaissance rolls around.

Meenakshi Temple

  • Provides three Faith per turn.
  • Reduces the Faith cost to recruit Gurus by thirty percent.
  • Spawns two Gurus when completed.
  • Religious units with a Guru next to them get one additional Movement and +5 Theological Combat Strength.

Gurus can be useful as part of a Religion strategy that revolves around Theological Combat, but the extra Faith you'll have to spend recruiting them means you'll need some seriously productive Holy Sites. That means that Meenakshi Temple is part of an all-in strategy that's too risky for most campaigns.

Mont St. Michel

  • Provides two Faith per turn.
  • Has two slots for Relics.
  • Grants all newly-trained Apostles the Martyr promotion for free.

In the mid-to-late game, your Apostles will likely switch from converting cities directly to engaging rival faiths in Theological Combat. By ensuring that they all have Martyr, you can get Relics even when you lose a debate.

The extra Faith from Relics is always useful, but Mont St. Michel is even better when paired with Cristo Redentor so that you can get the full benefit of Tourism from holy pilgrims!

Országház

  • Provides four Culture per turn.
  • Doubles the Diplomatic Favor gained each turn from each City-State vassal.

Országház can help push toward a Diplomatic Victory, especially alongside Kilwa Kisiwani or the Apadana, but if another civilization starts poaching your vassals it quickly becomes little more than a Theater Square with no Great Work slots.

Potala Palace

  • Provides two Culture and three Faith per turn.
  • Provides one additional Diplomatic Policy slot.
  • Provides one Diplomatic Victory Point when completed.

Diplomatic Policy slots are usually pretty hard to come by, and getting an extra one can enhance your City-State vassals, Trade Routes, or cities on foreign continents.

Sydney Opera House

  • Provides eight Culture per turn.
  • Provides five Great Musician points per turn.
  • Has three slots for Great Works of Music.

The Sydney Opera House can be a great Wonder, but it often comes too late in the game to really shine. By the time it's finished, many of the world's Great Musicians will already have been recruited, especially on higher difficulties.

Torre de Belém

  • Provides five Gold per turn.
  • Provides one Great Admiral point per turn.
  • All of the owner's cities on a different continent than their original capital immediately build the cheapest available building when the Wonder is completed.
  • Foreign Trade Routes originating in this Wonder's city provide two additional Gold for every Luxury Resource in the destination city.

Torre de Belèm is best as part of a mid-game colonization push. Wait until it has one turn left, then found as many cities on new continents as you can. When the Wonder finishes, they'll all get a free building. Outside of that strategy, this Wonder is better left alone.

D-Tier

Not Worth The Effort

As impressive as these Wonders are (or were) in the real world, their grandeur just doesn't translate into a worthwhile bonus in Civ 6. Your Production is better spent elsewhere.

Alhambra

  • Provides two Amenities.
  • Provides two Great General points per turn.
  • Provides one Military Policy slot.
  • Acts as a Fort on the map.

The extra Policy Slot from Alhambra is nice, but chances are if you're going for a military conquest your chosen government type will give you all you need. The additional benefits don't really bring an extra value to the table for this Wonder.

Stonehenge

  • Provides two Faith per turn.
  • Spanws a Great Prophet when completed.

Stonehenge is a huge gamble, and usually not one worth taking. Assuming that another player doesn't beat you to it, potentially stealing the last Great Prophet out from under you, without a Holy Site you won't have the Faith generation that you need to make an effort at spreading your new Religion. You're much better off building a Holy Site and a Shrine - ideally in two cities - if you're going to commit to the Great Prophet race.

Great Lighthouse

  • Provides three Gold per turn.
  • Provides one Great Admiral point per turn.
  • All of the owner's naval units get one additional Movement.

The Great Lighthouse has been in Civ 6 since the beginning, and it shows. Its lackluster abilities mean that it's best used to provide adjacency bonuses to a coastal Theater Square, and even then there are better uses for your precious Production.

Jebel Barkal

  • Provides Iron without a Mine.
  • Friendly cities within six tiles each provide four additional Faith per turn.

Jebel Barkal is designed to provide players with a way of getting Iron - a very important resource early on - if none spawns naturally in their section of the map. However, its extremely stringet placement restrictions and the cost of building a Wonder just for some Iron mean that you should justbuild a Barracks and recruit Spearmen or Pikemen instead.

Kotoku-In

  • Increases the city's Faith yield by twenty percent.
  • Spawns four Warrior Monks when completed.

The Faith bonus from Kotoku-In can be helpful if its home city has a strong Holy Site, but Warrior Monks don't provide enough power to justify building a Wonder for them.

Taj Mahal

  • Whenever the owner earns a Historic Moment worth two or more Era Score, they earn one additional Era Score.

You'll have a lot more to do in the mid-game besides spending nearly a thousand Production for a little extra Era Score now and then.

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