Useless Civlization 6 Wonders To Avoid

Useless Civlization 6 Wonders To Avoid

Key Takeaways

  • Some wonders in Civilization 6, like the Biosphere, offer marginal benefits not worth the resources.
  • Machu Picchu’s situational requirements and low gold bonus make it lackluster compared to other options.
  • Hanging Gardens can have limited usefulness due to its high production cost and housing limitations.

As a seasoned strategist who has spent countless hours navigating the complexities of civilizations past and present, I must say that building wonders is one of the most exciting aspects of this grand game we call Civilization VI. However, not all wonders are created equal, and some leave me scratching my head in confusion.

In simple terms, Sid Meier’s Civilization 6 is an engaging turn-based strategy game where players develop civilizations and achieve victory through multiple scenarios. The wonders are special buildings that offer advantages to match the player’s chosen victory conditions. Although they don’t alter the game significantly, strategically placed wonders can offer substantial benefits. However, certain wonders might be too specific or virtually useless by the time they’re built, making them unnecessary additions in the first place.

As a gamer, I’ve found myself in situations where I can only construct certain marvels during specific periods, and by then, the territories my fellow gamers have claimed are already thriving. While these wonders aren’t entirely pointless, the benefits they provide are minimal compared to the resources required to build them. Keeping a keen eye on the less rewarding wonders can help me make more informed decisions, lightening the load in my strategic choices.

10. Biosphere

Museum of Earth

Useless Civlization 6 Wonders To Avoid
  • Atomic Era
  • Production cost: 1740
  • Effects: Receive 100 Science for every Marsh, Rainforest, and Woods in the city upon completion, +1 Appeal to tiles adjacent to Rainforest and Marsh in the empire, and +200% Power for all Offshore Wind Farms, Solar Farms, Wind Farms, Geothermal Plants, and Hydroelectric Dams, providing Tourism equal to Power.

In essence, while the Biosphere seems alluring on the surface with its additional benefits, it provides only minor advantages. The Appeal bonus for Rainforest and Marsh tiles often counteracts the existing penalty these tiles carry. Players have an easier and more cost-effective alternative to investing in a Wonder – they can swap out tiles and plant second-growth Woods using Builders instead.

In simpler terms, receiving a one-time 100 Science bonus for unique tiles upon completing a structure in the Atomic Era may seem insignificant compared to other buildings and strategies. However, in the game’s Gathering Storm expansion, the Biosphere’s Power bonuses become particularly strong when aiming for Cultural or Scientific Victories.

9. Machu Picchu

Remnants Of The Incan Empire

Useless Civlization 6 Wonders To Avoid
  • Classical Era (from Gathering Storm)
  • Production cost: 400
  • Effects: +4 Gold and Mountain tiles provide standard adjacency bonus to Commercial Hub, Theater Square, and Industrial Zone districts in all cities.

The presence of Machu Picchu relies on whether a city is situated among mountains, giving it a somewhat specific character as a Wonder. Furthermore, the additional +4 Gold reward does not significantly aid the player in financial matters, as there exist numerous more cost-effective methods for generating income during production.

At Machu Picchu, you might find added benefits for Theater Squares; however, due to the restricted Mountain requirement, players may prefer to maximize high adjacency bonuses by strategically placing Industrial Zones between Dams and Aqueducts instead. There are often more efficient methods to accumulate Culture or Production if there’s an abundance of Mountain tiles available.

8. Hanging Gardens

The Greek And Roman Legend Of Babylon

Useless Civlization 6 Wonders To Avoid
  • Medieval Era
  • Production cost: 180
  • Effects: Increases growth by 15% in all cities, and +2 Housing.

Among the initial wonders in the game, the Hanging Gardens are known for aiding in boosting Population numbers, but they come with a significant Production cost which might not make them the most favorable choice, especially early on. The 15% modifier it provides applies only to any surplus Food, not the total amount, so while it does enhance population growth, the effect is relatively minor.

As a fan, I’d put it this way: The Hanging Gardens, an incredible Wonder, has a notable drawback – its housing bonus. If situated in a city with scarce housing, the population growth will be hindered due to limited resources, effectively neutralizing its benefits. However, for civilizations that thrive on additional Food and Housing advantages, like the Mayans or Egyptians, this Wonder truly shines. For others, it might be wiser to let it be and focus on other strategies.

7. Hermitage

Catherine’s Treasure

Useless Civlization 6 Wonders To Avoid
  • Industrial Era
  • Production cost: 1450
  • Effects: +3 Great Artist points per turn, and +4 Great Works of Art slots.

In most cases, constructing the Hermitage isn’t typically a wise choice due to its high cost, as other strategies provide better compensation. For example, establishing two cities and erecting Theater Squares with Amphitheaters and Art Museums in each is a less expensive and more advantageous alternative compared to waiting for the Hermitage to be completed.

Starting with the DLC “Rise and Fall” and beyond, there’s no transformation in the Hermitage, but bestowing the Curator title upon Governors Reyna or Pingala will make it a tourist attraction instead. To put it simply, the Hermitage doesn’t possess the extraordinary allure one might expect from such a designation. In fact, players striving for a Cultural Victory may find this method less beneficial compared to other strategies for accumulating Culture or Tourism points.

6. Panama Canal

A Massively Man-Made Canal

Useless Civlization 6 Wonders To Avoid
  • Industrial Era (from Gathering Storm)
  • Production cost: 920
  • Effects: Upon completion, 1 or 2 adjacent Canal districts are automatically created, can be crossed by naval units, and +10 Gold.

The only difference between the Panama Canal Wonder and a regular Canal is its size and +10 Gold bonus. Players should consider whether or not a regular Canal can be built, as the +10 Gold isn’t that big of a deal when compared to how long it takes to construct the Wonder. A Military Engineer can cut the regular Canal building time by a lot, whereas the Panama Canal cannot.

As soon as gamers reach the Industrial Age, they gain access to superior infrastructure, making projects like the Panama Canal seem insignificant. In essence, constructing the Panama Canal becomes less advantageous when there are more cost-effective alternatives available.

5. Sydney Opera House

The Elaborate Structural Engineering Nightmare

Useless Civlization 6 Wonders To Avoid
  • Atomic Era
  • Production cost: 1850
  • Effects: +8 Culture, +5 Great Musician points per turn, and +3 Great Works of Music slots.

In simpler terms, the Sydney Opera House serves a strategic purpose during a Cultural Victory because it draws prominent musicians to your city faster in late-game phases. When paired with the Satellite Broadcasts policy, it generates substantial Tourism from Great Works of Music.

It might be more beneficial to devote the resources used in building the Sydney Opera House towards other areas, considering that repeated performances in Theater Square can yield points for Great Musicians. Building a Wonder requires a significant amount of time, so this alternative could be less time-consuming.

4. Great Bath

Ruins Of The Indus In Mohenjo-daro

Useless Civlization 6 Wonders To Avoid
  • Ancient Era (from Gathering Storm)
  • Production cost: 180
  • Effects: +3 Housing, +1 Amenity from entertainment, Floodplains tiles along the river containing this wonder are immune to Flooding, -50% Production and Food yields from Flood damage, and +1 Faith to the yields of a tile within the city every time it is Flooded.

In simpler terms, you can access The Great Bath at the start of the game, but its true value is realized when the game’s Disaster level is set to moderate or higher. This is because it serves as an early form of the Dam, safeguarding against floods, and additionally, it offers benefits during floods. If players are aiming for a Religious Victory, the Faith gain it provides can be beneficial in the early stages of the game.

Initially, I found myself quite intrigued by this first Wonder, but upon reflection, I’ve come to realize that its opportunity cost is quite steep. You see, there are numerous alternative strategies for boosting Food and Production yields that don’t involve Wonders.

3. Great Lighthouse

Third-Longest Surviving Ancient Wonder

Useless Civlization 6 Wonders To Avoid
  • Classical Era
  • Production cost: 290
  • Effects: +1 Movement for all naval (and embarked) units, +3 Gold, and +1 Great Admiral point per turn.

The Great Lighthouse is rather niche and provides minor benefits. The best thing it has going for it is the +1 Great Admiral point per turn and the slight boost to naval unit movement speed. Other than that, the Great Lighthouse doesn’t live up to the standards of what makes a Wonder.

Additionally, it’s worth noting a recognized issue where the Movement bonus fails to impact embarked ranged cavalry units, auxiliary troops, Inquisitors, and Warrior Monks in the game. Interestingly, only the Ottoman civilization seems to benefit from the Great Lighthouse, as their exclusive naval unit, the Barbary Corsair, does not accrue any movement costs when conducting coastal raids.

2. Stonehenge

A Southern England Anomaly

Useless Civlization 6 Wonders To Avoid
  • Ancient Era
  • Production cost: 180
  • Effects: +2 Faith, grants a free Great Prophet (or Apostle if no Great Prophets are available), and Great Prophets may found a religion on Stonehenge instead of a Holy Site.

Among the earliest marvels discovered after mastering a certain technology, Stonehenge stands out. It’s particularly advantageous for players who value Faith, offering them a boost, but on higher difficulty settings against AI opponents, it becomes quite challenging to acquire Stonehenge due to its high priority for the AI. For those not focusing on religion, other areas such as military units or Monuments may yield better results instead.

If a player finds themselves unable to obtain a Great Prophet, the game will automatically produce an Apostle in their place at Stonehenge. However, it’s important to note that an Apostle is not as advantageous as a Great Prophet, so this situation might result in wasted resources or time.

1. Golden Gate Bridge

A Pop Culture Icon

Useless Civlization 6 Wonders To Avoid
  • Modern Era (from Gathering Storm)
  • Production cost: 1620
  • Effects: +3 Amenities from entertainment, land units can cross without embarking, works like a modern road and creates roads in the land tiles on each end, all tiles within this city gain 4 Appeal, and +100% Tourism for all tile improvements and National Parks of the city.

Building the Golden Gate Bridge poses a significant challenge due to its placement restrictions. It must be constructed adjacent to a Coast tile with at least two hexes of water separating it, and cannot be placed on a Lake. Players may struggle to find an appropriate location for construction, particularly when playing on maps representing Pangaea or continents.

If the game involves a world-like map that usually provides an ideal spot to establish a city and build a bridge, then players should plan ahead to claim this city sooner rather than later. In essence, while the benefits of having a Golden Gate Bridge might seem beneficial, its length isn’t particularly noteworthy for moving land units, and it restricts space for other valuable tile improvements such as Seaside Resorts or Ski Resorts.

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2024-12-05 19:34