Civ 6 Wonder Placement Guide
Hermitage
Placement requirements
- Must be adjacent to a river
Unlock & cost
- Civic: Natural History
- Production cost: 1450
Wonders that compete for the same tiles
From the placement data: these wonders share a placement requirement with Hermitage. A city meant to hold both needs a separate qualifying tile for each.
- Big Ben — both need a river
- Biosphère — both need a river
- Hanging Gardens — both need a river
- Országház — both need a river
- Ruhr Valley — both need a river
- Taj Mahal — both need a river
Is it worth building?
Great Work of Art slots in bulk — the gallery your Great Artists have been waiting for. A culture-victory infrastructure piece: not flashy, but tourism needs walls to hang paintings on.
Placement & timing tips
River adjacency near your Theater Square core so theming and tourism multipliers stack in one city. Build as Great Artists start banking up.
When to build it — and when not to
- Build it when
- Build when your Art Museums are already full and Great Artists keep arriving — overflow storage is its real job, and it comes online just as tourism multipliers start mattering.
- Skip it when
- Skip while your existing museums sit half-empty — slots without works are dead weight. Archaeologists digging artifacts, or a new Theater Square city, fill the tourism ledger faster.
Which city should build it
It belongs in the city that already carries your best Theater Square and Pingala with the Curator promotion, since tourism from a full gallery is multiplied there, and that city needs a river. If your cultural capital was settled away from a river, accept a slightly worse fit rather than relocate the tourism engine: the works themselves can be moved between slots, but theming and district-based multipliers cannot. Industrial-era wonder costs are steep, so the host also wants an Industrial Zone with a Factory, or a neighbouring city's Factory in range; a culture city with only flat farmland will take an era to finish it. Keep the river tile near the Theater Square free for it, but do not sacrifice a Commercial Hub's river adjacency; the Hermitage does not care which bank it stands on.
Winning the race
Rarely fought over. Natural History is a side civic for the AI too, and the cost scares off everyone but the dedicated culture leaders: Pericles, Catherine, Kristina and Eleanor are the only ones who reliably build it, usually in the modern era. That means you can wait for the Factory and a Great Engineer rather than chopping woods you would rather keep for appeal, and the Skyscrapers card is the policy to slot for industrial-era wonders. The losing sign is less about rivals than about your own timing: if Great Artists are already piling up and you start it in a city without a Factory, the slot problem will have solved itself elsewhere before it completes. Hurry only when Kristina is a neighbour and has already finished Natural History.
If you lose it: alternatives
Art slots come from every Art Museum, and those can be themed, so a lost Hermitage is covered by one more Theater Square with an Art Museum in another city, which is often the better tourism play once theming bonuses are counted. If artists are waiting with nowhere to hang their work, selling or trading a Great Work to an AI is not a loss either. Send the freed hammers to the Factory and a power plant: the real bottleneck of an industrial-era culture plan is city production, not slots, and that production feeds the Archaeological Museums and National Park preparation that come next. If you are sprinting for a culture victory, the Eiffel Tower in the following era lifts appeal, and with it tourism, in every city, and it deserves priority.
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