Big Ben = 32 (yeah, I agree with the part that Big Ben comes at a suitable stage of the game regarding its Gold duplication effect. You need some time to ramp up that gold, for example by milking Zimbabwe or maybe just slamming all gold policy cards for some time)
Colosseum = 28
Forbidden City = 29 +1 = 30 Regardless of government, there is always 1 more policy card with significant impact that you want to put in, argument that you already have your stronger policies equipped and you equip a policy weaker than all your other ones bases on silent assumption that utility of policies for your particular situation falls off significantly just beyond your government slot capacity, which is wrong, even more so since you can equip any bonus card with FC. Secondly it comes late enough that you can perfectly compete for its construction IMO. But I guess this depends on strategy.
Great Pyramids = 29 (I'd love to vote for them, yet they become available at the time when I'm busy settling before AI steals my land, so when I have the opportunity to build them they are often already gone; I also appreciate its Return on Investment though)
Mausoleum at Halicarnassus = 16 (sorry bro, no votes for you, you are strong but you and Ruhr are worth only when pursuing certain victories, while others are much more universal)
Potala Palace = 14 (it's a shame that more useful diplomatic policies come so much later than Potala construction possiblity; and that Raj sucks)
Ruhr Valley = 11 -3 = 8 Aside from Halicarnassus, all other remaining wonders have faster payoff because you get a net benefit in a shorter time (Pyramids retroactively grant a charge to all Builders that are alive, one might want to bank on that, dunno if it's worth the opportunity cost of temporarily gimping your Builders with -1 Charge handicap, basically upping your initial Builder Charge hammer cost by even more than 50%, since Builder cost is progressive) and aside from Ben come earlier so you have been milking the wonder for longer. with Ruhr you need time before that +30% production and +1 hammer from Quarry/Mine in the city will break even and then net a benefit because production is the only thing Ruhr gives and you are paying production for that. 120 Production and 10 workable mines/quarries at the time of building it seems like an average "best Ruhr spot in your empire". So that's freezing your best or second best production city for 12 turns. Ruhr bonus to 120 production in 10 mine city is 39 hammers, so if Ruhr city didn't grow at all it would take 37 turns to break even, but since it will certainly grow it's probably more something like 30 turns to break even since Ruhr has been built. 12+30 turns (everything on Standard Speed) is a big opportunity cost for future gain, but if there is nothing significant to build over those 12 turns at which you can build Ruhr, it's a super good way to dump hammers in. Anti-production sentiment my ass, look at the numbers yourselves and in-game context. You probably want Ruhr specifically for faster Space Projects, and Mausoleum grants much more Production for that, for much less Production cost and similarly restrictive placement. Lakes are also viable terrain for Harbors. This is by no means a useless wonder, easily my top 10 overall, just there are some decisions to be made and payoffs to accept.