6K Man
Bureaucrat
(I was looking for this guide, didn't see it, and decided to write one, instead. Comments, corrections welcomed.)
Let's start off with some National Wonder facts...
There are 14 National Wonders (“NW”
in Civ4 BtS.
All NW’s (except Palace) generate a Great Person Point (“GPP”
per turn. This can have some minor relevance if you are concerned about polluting your Great Person Farm with GPP of the wrong type.
All NW's generate some base
every turn (ranging from 2 to 6), with the following exceptions: Hermitage, Ironworks, Wall Street, and West Point.
You can only have 2 NW’s (other than a Palace) per city. So, finding good pairings is important. Putting the right NWs together can be powerful – putting the wrong ones together is often wasteful, or worse, counterproductive.
National Wonders can be captured when you culture-flip AI cities, or when cities are gifted to you, but bear the following in mind:
a) If you already have the NW, the one in the AI city is destroyed;
b) If you capture a NW in this way, you can’t build another one;
c) If you lose a NW in this way (one of your cities is culture flipped), you can rebuild the NW somewhere else.
National Wonders can’t be captured via military means from the AI, unless you have dominant culture in the captured city, anyway (in which case, it’s considered a ‘recapture’ and buildings aren’t lost). And again, you can’t capture NWs you already had.
Some NW have their production sped up by certain resources
Stone: Moai Statues, Mt Rushmore, Oxford University, West Point
Marble: Hermitage, Heroic Epic, National Epic
Nothing: Palace, Wall Street, Ironworks, Forbidden Palace, Globe Theatre, Red Cross, National Park
Some NW require you to have a minimum number of other buildings and/or (in the case of the Palace and Forbidden Palace) cities. This number scales with map size – it’s 6 on standard map size (going forward, we’ll assume standard map size and Normal game speed), 7 on large maps, 8 on Huge maps, 5 on Small maps, 4 on Tiny/Duel size maps.
Palace: 4 cities
Forbidden Palace: 6 Courthouses and 8 cities
Globe Theatre: 6 Theatres
Ironworks: 6 Forges
Oxford: 6 Universities
Wall Street: 6 Banks
Red Cross: 6 Hospitals
If you are playing One City Challenge (“OCC”
, the multiple building prerequisites and 2-per-city limits don’t apply – you can build Ironworks with just the one Forge in your single city, and you can build up to 5 NWs in the city.
Palace: The Palace is considered a National Wonder, but it’s the oddball of the bunch. In the first place, you don’t have to build it; you start with a Palace when you found your first city (your capital). In the second place, you can (if you have enough cities) build a new Palace somewhere else even if you already have a Palace, which will destroy your original Palace and make the city with the new Palace your capital (this is sometimes worth doing; see below). In the third place, the Palace is an exception to the “2 National Wonders per city” rule – with a Palace, you can have 3 NWs in a city. Finally, if you somehow lose your capital, you get another Palace for free in your second-largest city (and if you recapture the former capital, the Palace doesn’t reappear in the liberated city).
Palaces cost 160
, make 1 citizen
, provide 2
, yield 8 base
and 4 base
, and are considered the centre of your civilization when calculating distance-based maintenance. Those yields are awesome for something that only costs 160
– if it were possible, I’d recommend a Palace in every city. Since you can’t do that…
Consider building your Palace in a city that doesn’t run specialists – ideally, one which is
and
rich. This synergizes well with the Bureaucracy
and
multiplier when running Bureaucracy. The Bureaucracy bonus is wasted on a capital that’s mainly food-based and running specialists as opposed to working
and
tiles.
-OR-
Consider relocating your Palace to the centre of your civilization, especially if you started on a smallish island and have expanded to a larger landmass, or where you expanded in one direction and your capital is now on the periphery. You’ll save a bundle on maintenance.
You’ll always have a Palace somewhere in your civ. Because a Palace can go in any city without regard to other NW’s that are already there, you don’t need to worry too much about synergies, although the free
produced by a Palace goes well with NWs that multiply
and/or
– i.e. Oxford and Wall Street.
National Epic: National Epic adds +100% to GPP output in the city, and also adds an Artist GPP every turn. This is usually considered a must-build for your Great Person farm – and in the early game, it will double your GPP output and help you to get early Great Scientists for Academies/bulbing.
Synergies: If you don’t build a lot of cottages, NE can go well with Oxford University. You’ll usually be running Scientists in your GP farm, and Oxford will double the
output from these scientists (this works really well if you have early Representation as well). This pairing doesn’t work as well if you have a cottage monster city in your game – assuming you can keep the science slider relatively high, Oxford will be even more productive in a Town-rich city.
National Park can go well with NE – free specialists get their GPP doubled by NE, and the health benefits of NP can allow GP farms to get extremely large, post-Biology. Unfortunately, NP comes relatively late, and it’s often rare for any forests to be left around the early city that you probably built NE in. Still, I sometimes keep 2 forests around in my GP farm for
reasons – and a GP farm should be working relatively few tiles, just the
specials and other high-
tiles like farmed Floodplains/Biology Grass farms. Outside of chopping for
, there isn’t much reason to clear trees from the BFC of your GP farm. So, NP can give a small boost to your NE city in the late game.
Globe Theatre can help with happiness limits in your GP farm, but conventional wisdom seems to prefer GT in a drafting city.
Wall Street could be a fit with NE if you are trying to farm Merchants… but I tend to prefer WS in a Shrined city, and that may not be the same place as your NE city/GP farm.
Don’t mix NE with: Heroic Epic, Ironworks, West Point, Red Cross. You’ll probably want to be working tiles rather than running specialists in cities with those 4 NWs, and that conflicts with the specialist-heavy mix you should see in your NE city.
Heroic Epic: Heroic Epic adds +100% to Military unit
in the city, and also adds an Artist GPP every turn. You’ll usually want the HE up as soon as possible, unless you plan a very peaceful game (and you have faith in your ability to keep the nastier AIs sweet). Note that you need a level 4 (10 XP) unit to build HE.
Synergies: As HE multiplies base
(with respect to building units), you’ll want to put it in a city with a lot of
, and add other improvements that increase base
. Levees come to mind, and I personally like the Moai/HE combo. You won’t want too much water, or production will suffer, but a city with 2-4 seafood, 2-4 other water tiles, and the rest mostly hills, can be a unit production powerhouse. Settle Great Generals here for the XP boost on your new units. There are two schools of thought re: Military Academies in the HE city. On the one hand, they only provide a ¼ boost on unit production over and above the +100% you’re already getting, and that doesn’t seem like much. On the other hand, Military Academies are an instant build, and don’t produce any
. That makes them look pretty good versus the Factory/Coal Plant combo, which (a) takes time to build, time in which you can’t be building units in the city, (b) will create several
which may force you to build even more infrastructure (Harbours, Recycling Centres, Grocers, etc), and (c) only produces a 37% real production bonus versus the 25% of the Military Academy. My rule of thumb: If your HE city takes more than 2 turns to build a base unit for the era (Axes, Maces, Rifles, Infantry), then you should consider adding production boosters like the Military Academy.
Don’t mix HE with: Anything non-military. Once the basic infrastructure (Granary/Barracks/Forge/HE, maybe Moai/Stable/Levee/Drydock) is down, you’ll want to use this city to build units, not infrastructure that could be built somewhere else without wasting the +100% on
you get for building units here. For that reason, things that seem like they would make sense, like Factories, West Point, or Ironworks, usually aren’t the right play here.
Let's start off with some National Wonder facts...
There are 14 National Wonders (“NW”

All NW’s (except Palace) generate a Great Person Point (“GPP”

All NW's generate some base

You can only have 2 NW’s (other than a Palace) per city. So, finding good pairings is important. Putting the right NWs together can be powerful – putting the wrong ones together is often wasteful, or worse, counterproductive.
National Wonders can be captured when you culture-flip AI cities, or when cities are gifted to you, but bear the following in mind:
a) If you already have the NW, the one in the AI city is destroyed;
b) If you capture a NW in this way, you can’t build another one;
c) If you lose a NW in this way (one of your cities is culture flipped), you can rebuild the NW somewhere else.
National Wonders can’t be captured via military means from the AI, unless you have dominant culture in the captured city, anyway (in which case, it’s considered a ‘recapture’ and buildings aren’t lost). And again, you can’t capture NWs you already had.
Some NW have their production sped up by certain resources
Stone: Moai Statues, Mt Rushmore, Oxford University, West Point
Marble: Hermitage, Heroic Epic, National Epic
Nothing: Palace, Wall Street, Ironworks, Forbidden Palace, Globe Theatre, Red Cross, National Park
Some NW require you to have a minimum number of other buildings and/or (in the case of the Palace and Forbidden Palace) cities. This number scales with map size – it’s 6 on standard map size (going forward, we’ll assume standard map size and Normal game speed), 7 on large maps, 8 on Huge maps, 5 on Small maps, 4 on Tiny/Duel size maps.
Palace: 4 cities
Forbidden Palace: 6 Courthouses and 8 cities
Globe Theatre: 6 Theatres
Ironworks: 6 Forges
Oxford: 6 Universities
Wall Street: 6 Banks
Red Cross: 6 Hospitals
If you are playing One City Challenge (“OCC”

Palace: The Palace is considered a National Wonder, but it’s the oddball of the bunch. In the first place, you don’t have to build it; you start with a Palace when you found your first city (your capital). In the second place, you can (if you have enough cities) build a new Palace somewhere else even if you already have a Palace, which will destroy your original Palace and make the city with the new Palace your capital (this is sometimes worth doing; see below). In the third place, the Palace is an exception to the “2 National Wonders per city” rule – with a Palace, you can have 3 NWs in a city. Finally, if you somehow lose your capital, you get another Palace for free in your second-largest city (and if you recapture the former capital, the Palace doesn’t reappear in the liberated city).
Palaces cost 160






Consider building your Palace in a city that doesn’t run specialists – ideally, one which is






-OR-
Consider relocating your Palace to the centre of your civilization, especially if you started on a smallish island and have expanded to a larger landmass, or where you expanded in one direction and your capital is now on the periphery. You’ll save a bundle on maintenance.
You’ll always have a Palace somewhere in your civ. Because a Palace can go in any city without regard to other NW’s that are already there, you don’t need to worry too much about synergies, although the free



National Epic: National Epic adds +100% to GPP output in the city, and also adds an Artist GPP every turn. This is usually considered a must-build for your Great Person farm – and in the early game, it will double your GPP output and help you to get early Great Scientists for Academies/bulbing.
Synergies: If you don’t build a lot of cottages, NE can go well with Oxford University. You’ll usually be running Scientists in your GP farm, and Oxford will double the

National Park can go well with NE – free specialists get their GPP doubled by NE, and the health benefits of NP can allow GP farms to get extremely large, post-Biology. Unfortunately, NP comes relatively late, and it’s often rare for any forests to be left around the early city that you probably built NE in. Still, I sometimes keep 2 forests around in my GP farm for




Globe Theatre can help with happiness limits in your GP farm, but conventional wisdom seems to prefer GT in a drafting city.
Wall Street could be a fit with NE if you are trying to farm Merchants… but I tend to prefer WS in a Shrined city, and that may not be the same place as your NE city/GP farm.
Don’t mix NE with: Heroic Epic, Ironworks, West Point, Red Cross. You’ll probably want to be working tiles rather than running specialists in cities with those 4 NWs, and that conflicts with the specialist-heavy mix you should see in your NE city.
Heroic Epic: Heroic Epic adds +100% to Military unit

Synergies: As HE multiplies base





Don’t mix HE with: Anything non-military. Once the basic infrastructure (Granary/Barracks/Forge/HE, maybe Moai/Stable/Levee/Drydock) is down, you’ll want to use this city to build units, not infrastructure that could be built somewhere else without wasting the +100% on
