Civ 6 Wonder Placement Guide
Statue of Liberty
Required neighbors are shown on the map — the remaining tiles can be anything.
Placement requirements
- Must be built on a Coast tile (not a lake)
- Must be built on water adjacent to land
- Must be adjacent to: Harbor
Unlock & cost
- Civic: Civil Engineering
- Production cost: 1240
Wonders that compete for the same tiles
From the placement data: these wonders share a placement requirement with Statue of Liberty. A city meant to hold both needs a separate qualifying tile for each.
- Colossus — both next to a Harbor · both built on water
- Great Lighthouse — both next to a Harbor · both built on water
- Sydney Opera House — both next to a Harbor · both built on water
- Torre de Belém — both next to a Harbor · both built on water
- Golden Gate Bridge — both built on water
- Mausoleum at Halicarnassus — both next to a Harbor
Is it worth building?
Diplomatic Victory points and full loyalty for nearby cities — a late-game diplomacy and border-stability package. Niche: most empires are done settling by then, but loyalty-pressured borders appreciate the anchor.
Placement & timing tips
Harbor-adjacent coast near your contested border if loyalty is the point. If you have no loyalty problem and no land left to settle, let it pass.
When to build it — and when not to
- Build it when
- Build when your late-game plan plants cities in hostile loyalty zones on purpose — forward settles near a rival's core, or freshly taken coastal cities that would otherwise rebel within a few turns.
- Skip it when
- Skip when a governor and Amani-style pressure already hold your borders — cheaper tools for the same job. Those Civil Engineering-era hammers convert better into flood barriers or the tourism push.
Which city should build it
Placement is strict: a coast tile that touches land, next to a Harbor, and not on a lake, so an inland capital cannot host it no matter how productive it is. Because its loyalty effect radiates from the wonder tile, the host should be the coastal city closest to the contested border rather than your strongest port; a mid-sized frontier harbor town with an Industrial Zone nearby is the right profile. The wonder occupies a water tile, which means it does not cost you a land tile or a district slot, but it does block a Seaside Resort or a fishing boat there. Reserve the harbor-side coast tile before the Harbor's own buildings tempt you to fill the ring with sea improvements.
Winning the race
The AI rarely prioritises this one, so the competition is mostly against your own opportunity cost: Civil Engineering sits on the way to the strong Modern-era governments, and most players reach it with several other builds queued. It is Industrial era, so the Renaissance wonder cards are gone, but woods chops and an Industrial Great Engineer make short work of the cost in a Factory city. The real risk is a rival ideology or a Cultural Alliance nudging loyalty against you before the wonder lands; when a border city's loyalty projection turns negative, Victor or Amani should be moved first and the wonder started second, not the other way round.
If you lose it: alternatives
For loyalty, cheaper tools exist: a governor seated in the wobbling city, extra amenities from luxuries or an Entertainment Complex, the Praetorium card, and a Golden Age, which strengthens loyalty across the board. For diplomatic victory points, World Congress votes and won competitions or emergencies are the steady source, and Mahabodhi Temple or Potala Palace add a few earlier in the game. Spend the Industrial-era production on a Shipyard and a Coal Power Plant instead, which the frontier port will use every turn thereafter.
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