Civ 6 Wonder Placement Guide
Eiffel Tower
Required neighbors are shown on the map — the remaining tiles can be anything.
Placement requirements
- Must be built on: Desert, Grassland, Plains, Snow, Tundra
- Must be adjacent to: City Center
Unlock & cost
- Technology: Steel
- Production cost: 1620
Wonders that compete for the same tiles
From the placement data: these wonders share a placement requirement with Eiffel Tower. A city meant to hold both needs a separate qualifying tile for each.
- Forbidden City — both next to a City Center
- St. Basil's Cathedral — both next to a City Center
Is it worth building?
+2 appeal to every tile in your empire — the single biggest lever for national parks and seaside resorts. For a tourism endgame this is near-mandatory; it converts average land into park-grade land everywhere at once.
Placement & timing tips
City Center adjacency in a high-production city — the effect is empire-wide so the host city barely matters. Build before founding parks and resorts, not after.
When to build it — and when not to
- Build it when
- Build when your park and resort plan is drawn — naturalist faith banked, candidate tiles identified — and the appeal lens shows swathes of land sitting one notch below qualifying.
- Skip it when
- Skip when your land is already carpeted in mines and industry — appeal that starts deep in the negatives will not climb into park territory. Put the Steel-era hammers into Ruhr Valley instead.
Which city should build it
A flat tile touching the City Center, in whichever city builds fastest, because the appeal bonus lands on every tile you own. Those six center-adjacent tiles are usually claimed by the Government Plaza, a Harbor or a Commercial Hub by the time Steel arrives, so the real planning task is keeping one flat neighbor of the capital unused from the classical era on, or accepting that a Farm will be removed. The industrial capital with Factory, Coal Plant and Ruhr Valley is the natural builder. Avoid hosting it in the tourism city itself unless that city also leads in production; the wonder's own appeal footprint matters far less than finishing it before Naturalists start buying parks.
Winning the race
Contested by anyone the AI considers a culture player, and Steel is a technology every leader reaches, so expect at least one serious rival in most games. The tell is a neighbor already placing Seaside Resorts or National Parks; they know what the appeal is for. Winning is about the turn of unlock rather than the build itself: have Steel researched with its Eureka from a Coal Mine and an Ironclad, keep an industrial Great Engineer unspent, and station two builders with charges on woods beside the capital. Spending Gustave Eiffel's charges on his namesake is not a joke; it is the standard play. If a cultural rival hit Steel before you and their capital has no other wonder in progress, treat it as lost.
If you lose it: alternatives
Appeal has local substitutes even though nothing else raises it everywhere at once. A Preserve district lifts appeal on its neighbors and turns those tiles into yields on its own, the Conservation civic lets builders plant woods that raise adjacent appeal, and removing Mines and Lumber Mills near a planned park does the same job in reverse. Golden Gate Bridge covers a single coastal city. If the tower is gone, put the Steel-era hammers into Ruhr Valley in the same capital, which nobody contests as hard and which funds every later culture building; then buy the parks with faith where the appeal already qualifies rather than trying to force marginal tiles.
Planning a district next to this wonder? Check its adjacency bonus →
Other wonders of the same era
Related guides
- Wonder Priorities by Era: When to Contest, When to Let GoAn era-by-era framework for wonder decisions in Gathering Storm: which races are worth entering under each victory plan, how to read whether the AI will beat you, and what to build instead when you pass.Last reviewed: 2026-10-03
- Industrial Zones and Production Planning: Adjacency, Regional Reach, Power, and ChopsHow production actually gets made in Gathering Storm: what feeds Industrial Zone adjacency, how one Factory serves several cities, when power starts to matter, how to chop without wrecking appeal, and the sequencing mistakes that cost the most.Last reviewed: 2026-10-03
- Early District Planning: The First 100 TurnsHow to read city sites for future adjacency, decide between settling for yields now or reserving tile clusters, and know when a planned layout should be abandoned.Last reviewed: 2026-10-03
Last reviewed: 2026-10-03