In Civilization 6, choosing the right wonders can make all the difference between a quick victory and a grueling game. Some are worth every production turn you invest in them, while others are almost useless depending on your strategy.
This tier list provides a clear ranking, from best to least cost-effective, to help you get the most out of every match.

A tier list reflects one person’s opinion and cannot be perfect. Our editor in charge of this article did some research online and spoke with players, but the tier list may still contain errors. If you find any, please feel free to let us know in the comments or on our Discord server.
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Classification of wonders in Civilization 6
Not all wonders deserve the same level of investment in production. Here are the complete standings, from the Tier S to Tier D, with the key effect and the type of victory that it promotes.
Keep this simple rule in mind: a wonderful treat for a cultural victory might be completely useless if you're aiming for the military dominance. Always tailor your choices to your civilization and your map.
Tier S (the best wonders)
- Etemenanki (extension Gathering Storm) : adds +2 Science and +1 Production to all the marshes in your empire, and +1 Science and +1 Production to the floodplains of your city. A must-see for a scientific victory on a damp piece of paper.
- Stonehenge : offers you a Great Prophet (Free) and allows you to found a religion without accumulating Faith. This is a top priority if you're aiming for a religious victory ahead of your rivals.
- Pyramid : Strong early on to speed up the development of your empire.
- Forgotten City : focused on land use efficiency, useful for increasing the density of a city center.
- Colisée : formidable for a cultural victory, particularly when combined with an entertainment district.
- Kilwa Kisiwani (extension Gathering Storm) : boosts all your yields based on the city-states over which you are the overlord. This is crucial in diplomatic matters.
- Terracotta army : an ideal springboard for a dominant victory.
- University of Oxford : big bonus of Science. Aim for it to race toward a scientific victory.
- Hanging gardens : Speeds up the growth of your cities. Place it near a river.
These wonders are particularly effective with certain leaders: Trajan (Rome), Cleopatra (Egypt), Gilgamesh (Sumeria) or even Seondeok (Korea) make the most of several of them depending on your goal for winning.
Tier A (highly recommended)
- Big Ben : a big bonus of’Gold per round. Ideal for building a strong economy.
- Angkor Vat : Accelerate the overall growth of your empire with a housing bonus in each of your cities.
- Venice Arsenal : the perfect choice for maritime dominance.
- Bolshoi Theatre : a real catalyst for a cultural victory.
- Bridge of the Golden Gate (extension Rise & Fall) : provides Culture and enhances the appeal of neighboring squares. Must be built on a coastal square connecting two landmasses.
Tier B (attractive depending on the circumstances)
- Large Library : bonus of Science and Grand Scientist points.
- Mahabodhi Temple : a solid foundation to strengthen an already established religion.
- Statue of Zeus : useful for launching an early attack against city-states.
- Mausoleum of Halicarnassus : interesting for a coastal city.
- Great Zimbabwe : bonus of’Gold and trade routes.
- Chichen Itza : Adds "Culture" and "Production" to the city's tropical forest tiles.
- Huey Teocalli : useful on lake tiles, practical for certain civilizations focused on Faith or Culture.
Tier C (situational)
- Eiffel Tower : Improves the appeal of all your spaces. Useful for a cultural victory delayed.
- Hermitage : Great Artist points and a bonus of Culture. This is only relevant if you already have a well-developed theater.
- Statue of Liberty : Reduces the cost of your settlers. Useful during rapid expansion, but not very cost-effective afterward.
- Sainte-Sophie : Extends the duration of your religious buffs. Only effective as part of a comprehensive religious strategy.
- Meenakshi Temple : Faith bonus and Great Prophet points. Varies depending on your religion.
- Országház (pack Hungary) : diplomatic bonuses. Interesting for a diplomatic victory, not very useful elsewhere.
- Panama Canal : Allows your naval units to cross land. Very situational depending on the map.
- Apadana : Additional Envoy points for each Wonder you build. Only worthwhile if you build multiple Wonders in a row.
- Colossus : trade routes and naval bonuses. Correct for a coastal trading city.
Tier D (the least profitable)
- Sydney opera : bonus of Culture and limited tourism. Rarely a priority.
- St. Basil's Cathedral : Faith bonus per tundra tile. Highly dependent on geography.
- Belem Tower : Sea exploration bonus. Useful only at the very beginning of the game on a sea map.
- Christ the Redeemer : Tourism bonus. Comes too late in the game to make a difference.
- Biosphere : renovation and Science. Production costs are rarely justified.
- Maracanã Stadium : Entertainment in all your cities. Too expensive for what it offers.
- Station Amundsen-Scott : Science bonuses at the end of the game. Almost always take too long to build to affect the outcome of the game.
- Broadway : tourist attractions and the Great Musician. The cultural bonus is there, but other wonders offer a better experience for less money.
Perfect for taking on bots
Alone against the’artificial intelligence, some wonders become even more profitable.
Bots don't handle the religion and the diplomacy, which makes wonders like Stonehenge, Kilwa Kisiwani or theOrszágház particularly powerful.
On the other hand, military marvels such as the’Terracotta army remain effective at all difficulty levels.
How are the wonders classified in Civilization 6 ?
A marvel is judged by a single criterion: the ratio of its cost to production and the benefit it provides. In this tier list, a marvel of S class provides a decisive advantage no matter what your playstyle is or what your victory condition is.
The other levels follow the same logic.
- Class A : These are great structures to build if you don't have time to secure the S's. They often boost your Culture or your Science, a real boost toward a cultural or scientific victory.
- Class B : very solid in the early and middle stages of the game. Their bonus are still useful, especially for laying the groundwork for a cultural victory without committing all your resources to it.
- Class C : situational bonuses. The bonus exists, but it's only useful in a specific context, depending on your civilization, your current card or strategy.
- Class D : the least profitable. The return on your production is low regardless of the victory condition. You almost never have a reason to prioritize them.
As a reminder, a marvel is a a building unlike any other in the world which provides a powerful advantage to your empire. Each one is inspired by a real monument that has left its mark on history, from Stonehenge to Golden Gate Bridge.
Also, keep in mind the required content: some wonders aren't included in the base game.
Kilwa Kisiwani comes with the extension Gathering Storm, I'Országház with the bundle Hungary, and the Golden Gate Bridge with Rise & Fall. Make sure you have the DLCs corresponding one before aiming at any of them.
This ranking gives you a solid foundation, but there's nothing stopping you from running your own tests to see which ones work best for your game. It's up to you to adjust them based on your deck and civilization.
And for more tier lists of strategy games:






Stonehenge é a maravilha mais merda existente.
It's good to propose a list of the best wonders and for the list to be a list of leaders ...
Thanks for the info, We've updated the article, if you can change your star rating to 5 🙂
Thanks