Civ 6 Wonder Placement Guide

Temple of Artemis

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

Placement requirements

  • Must be adjacent to a Camp

Unlock & cost

  • Technology: Archery
  • Production cost: 180

Is it worth building?

Food and housing, plus amenities scaling with nearby camps, pastures and plantations — a food-and-happiness package for resource-rich land. Early wide empires get a strong, unflashy foundation stone.

Placement & timing tips

Next to a camp, among improvable bonus and luxury resources. The tile math is everything: three-plus qualifying improvements nearby makes it excellent.

When to build it — and when not to

Build it when
Build when your capital's ring is thick with bonus and luxury resources you intend to improve anyway — it rewards the builder work an early game was already going to do.
Skip it when
Skip on resource-poor or forest-choked land where camps and plantations will never materialize — an early Holy Site or a pair of settlers converts Archery-era production into lasting value instead.

Which city should build it

The wonder needs a tile beside a finished Camp, which chains three requirements: a camp resource such as deer, furs, ivory or truffles in the city's rings, Animal Husbandry researched, and a builder charge spent there before the wonder can be placed. Camps sit in woods more often than not, so the surrounding forest becomes both the obstacle and the fuel. The capital is nearly always the host, since it is the only city with production this early and its rings are where the pastures and plantations that scale the bonus will be built. Because the housing and amenities land in one city, a capital that plans to grow tall past its early Neighborhood-less cap is the best beneficiary.

Winning the race

The AI values it highly and Archery is a tech nearly everyone takes early, so on higher difficulties it is often taken by the mid-forties. The Camp prerequisite is the human edge: an AI without a camp resource in its capital simply cannot start it, so scout rival capitals and count their deer. Build order matters more than policy here, since no wonder card exists yet; Animal Husbandry then Archery, a builder as the second or third item, one charge on the camp and the remaining charges on adjacent woods chopped straight into the wonder. If your builder is still walking when the tech finishes, or the camp resource lies in the third ring the city has not claimed, treat the race as lost.

If you lose it: alternatives

Early housing and amenities have plenty of substitutes: a Granary and a river or coastal city center cover the housing, and the first luxury resources improved cover the amenities for several cities at once. Camps and pastures can still pay off through the God of the Open Sky or Goddess of the Hunt pantheons, which reward the same improvements without a race. The Archery-turn production is best spent on a second settler or a slinger line that becomes archers, which secures land the wonder would only have fed. Keep the camp; it still yields, and the tile beside it becomes a farm or a future district base.

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

Other wonders of the same era

Related guides

Last reviewed: 2026-10-03