Civ 6 Wonder Placement Guide

Big Ben

Required neighbors are shown on the map — the remaining tiles can be anything.

Placement requirements

  • Must be adjacent to a river
  • Must be adjacent to: Commercial Hub (with Bank)

Unlock & cost

  • Technology: Economics
  • Production cost: 1450

Wonders that compete for the same tiles

From the placement data: these wonders share a placement requirement with Big Ben. A city meant to hold both needs a separate qualifying tile for each.

Is it worth building?

An economic policy slot plus an instant treasury boost. The extra slot compounds for the rest of the game — one of the best pure-economy wonders for gold-driven empires like Mali or England.

Placement & timing tips

River adjacency next to a Commercial Hub — most gold cities qualify naturally. If your economy runs on faith or production instead of gold, let a rival waste the hammers.

When to build it — and when not to

Build it when
Build when your empire already banks serious gold each turn and you are about to spend big — unit upgrades, building purchases — since the treasury boost lands best on an economy in motion.
Skip it when
Skip when the same industrial-era hammers could finish Ruhr Valley or factories — production compounds harder than a policy slot this late. A treasury hovering near zero gives the payout nothing to amplify.

Which city should build it

Big Ben wants the city where your gold already lives: a river tile beside a Commercial Hub that has finished Market and Bank. That combination usually points at the capital or the first river trade city, which is convenient because those are also your best production centers by Economics. Think about the river tile carefully, as river tiles next to a Commercial Hub are exactly where Floodplains farms and a Dam like to go; give the wonder the least fertile river tile that still touches the district. Cities running a Harbor-plus-Commercial-Hub pairing are ideal because they have the traders to feed the treasury and the Bank built without hesitation. A gold-poor production city fulfills the placement but wastes the treasury payout.

Winning the race

Moderately contested. Gold-focused leaders such as Mansa Musa, Victoria and João reach Economics on schedule and treat it as a priority, while most others ignore it, so the pressure depends entirely on who spawned nearby. The Bank prerequisite is the usual bottleneck; a city that starts the Bank only when Economics lands will lose to a rival that had it standing. Prepare the Bank a full era early, then finish the wonder with a renaissance or industrial Great Engineer like Gustave Eiffel and a couple of Magnus-boosted chops. If a trade-rich rival is already selling you luxuries for absurd sums and running four or more routes, assume they are building it and check the wonder tracker every few turns before committing.

If you lose it: alternatives

The economic policy slot is the part worth chasing, and governments replace it: Merchant Republic in the renaissance and Democracy later both lean yellow, so a government swap recovers the slot for a few turns of anarchy-free transition cost. Gold itself is cheaper to make than to multiply, so Reyna with her trade titles in the same Commercial Hub city and a full slate of international routes out-earn the treasury bump within a couple of dozen turns. Redirect the freed hammers toward a Factory and then a Power Plant in that city, or toward Ruhr Valley if it is still open; industrial production compounds in ways a one-time treasury boost cannot, and it funds the same upgrades you wanted the gold for.

Planning a district next to this wonder? Check its adjacency bonus →

Other wonders of the same era

Related guides

Last reviewed: 2026-10-03