Civilization 3: Complete out forSince Sep 14, 2004

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Wonders

Civilization 3 has 24 Great Wonders in the 2001 base game, 25 with Play the World (the Internet) and 29 with Conquests, which added the Temple of Artemis, the Statue of Zeus, the Mausoleum of Mausollos and the Knights Templar. Each exists once in the world, gives culture every turn, and can be rushed only by a Great Leader, never with gold.

Civilization 3 has 24 Great Wonders in the 2001 base game, 25 with Play the World and 29 with Conquests: the 2001 manual's charts (pp. 101-102) list 24, Firaxis's own Civilization 4 feature comparison also counts 24 wonders and 10 Small Wonders for Civ 3, Play the World added the Internet, and the Complete manual's charts (pp. 132-133) list all 29. A Great Wonder can exist only once in the world: whoever finishes it first owns its effect, and every other city building it must switch. National wonders that every civilization may build once are Small Wonders and have their own page.

Isometric map of a green coast with hills and rivers and five red-labeled cities: Babylon, Sistine Chapel 2; Isin, Trading Company 19; Kish, University 5; Nineveh, Bank 4; Uruk, Marketplace 2. A panel reads Babylonian Worker, Babylonian Republic, 1430 AD.
Babylon in 1430 AD: the capital building the Sistine Chapel, Isin building a Trading Company and Kish a University, the Babylonians in a Republic researching Chemistry. Firaxis Games and 2K

Quick facts

Great Wonders 24 in the base game, +1 in Play the World, +4 in Conquests: 29 in Civilization 3 Complete
Added by Play the World The Internet
Added by Conquests Temple of Artemis, Statue of Zeus, Mausoleum of Mausollos, Knights Templar
Cheapest The Great Lighthouse, Statue of Zeus and Mausoleum of Mausollos, 200 shields each
Most expensive Cure for Cancer, 800 shields
Every wonder gives Culture points every turn, from 2 to 5
Rushing Only a Great Leader can finish one; gold cannot
Lost race You must switch production; excess shields are lost
Captured The wonder passes to the captor; a razed city's wonder is gone forever
Tourism (Conquests) Wonders at least 1,000 years old add commerce

Sources: Civilization III Complete manual, pp. 130-133 and 147; Prima's Official Strategy Guide, pp. 134-136; Firaxis: The Wonders of Civ-Conquests.

How Great Wonders work

A Great Wonder needs an advance before any city can start it, and it can be built only while it does not already exist somewhere in the world, the Complete manual says on page 130. Any city can build one, and one city can hold several. The advances that open each wonder are on the Technologies page.

Losing a wonder race costs you the work. If another civilization completes the wonder your city is building, you must convert that production to something else, and "any excess shields are lost", in the Complete manual's words (p. 130). Prima's guide advises waiting until you have several thriving cities before committing one to a wonder, so the others can keep building units (Prima, p. 139).

Gold cannot buy a wonder. The only way to hurry one is a Great Leader, who finishes the city's current build in one turn and is used up, per the Complete manual (pp. 104 and 130); the 2001 manual adds that stockpiling Caravans no longer works as it did in Civilization 2. Players say Conquests narrowed this: the creator Suede says military Great Leaders there rush only Small Wonders, while Scientific Great Leaders can still hurry Great Wonders (see Great Leaders and Armies). Prima's tip is to switch a city to a wonder just before the leader arrives, since the leader completes it "no matter how far along it is" (Prima, p. 172). How leaders appear is on Great Leaders and Armies.

Wonders change hands with their cities. A captured Great Wonder passes to its captor with all its benefits, while a city that is razed takes its wonder with it, and that wonder can never be rebuilt, per the Complete manual (pp. 130-131). Small Wonders, by contrast, are always destroyed when their city is captured.

Some wonders go obsolete, but their culture never does. When anyone learns the advance that cancels a wonder (Education for the Great Library, Magnetism for the Great Lighthouse), its special effect ends, but the culture points keep coming every turn until the wonder is destroyed, the Complete manual explains (p. 131). That culture counts toward borders and a cultural victory: see Culture and Borders.

Three wonders need a coastal city. The Colossus, the Great Lighthouse and Magellan's Voyage can be built only in cities next to Sea squares, and inland seas do not count, Prima's guide notes (p. 137). The Statue of Zeus needs Ivory, per Firaxis's Conquests update, and the Manhattan Project needs Uranium.

Wonders can start a golden age. Each Great Wonder carries one or more civilization traits, and finishing wonders that match both of your civilization's traits triggers a golden age; Firaxis's example is the Great Wall, which matches both of China's traits, Militaristic and Industrious, at once (Firaxis: Wonders and Small Wonders). In Play the World, building the Internet also starts a golden age for a civilization that has not had one (Play the World manual, p. 22). See Golden Ages.

Conquests turned old wonders into tourist attractions. A Great Wonder at least 1,000 years old produces extra commerce for its city, says the Complete manual (p. 133), and Firaxis's Conquests update names 18 wonders with the tourism bonus, from the Pyramids and the Oracle to Hoover Dam and the United Nations; the longer a wonder has stood, the more it earns.

Every Great Wonder

Costs are in shields. Base-game costs, culture and obsolescence come from Prima's table; the Conquests wonders from Firaxis's update; effects follow the Complete manual, with version changes noted.

Wonder Era Advance Cost Culture Obsolete with Effect Added
The Colossus Ancient Bronze Working 220 3 Flight +1 commerce on each square already producing commerce in its city Base
The Great Library Ancient Literature 300 5 Education Gives any advance known by two other known civilizations Base
The Great Lighthouse Ancient Map Making 200 2 Magnetism Galleys travel safely in Sea squares; all naval units +1 movement Base
The Great Wall Ancient Construction 240 2 Metallurgy Doubles the defense bonus of your Walls; doubles combat values against barbarians. Conquests: Firaxis says it adds Walls to every city on its continent Base
The Hanging Gardens Ancient Monarchy 260 4 Steam Power 3 content citizens made happy in its city, 1 in every other city Base
The Oracle Ancient Mysticism 260 4 Theology Doubles the effect of all Temples Base
The Pyramids Ancient Masonry 400 4 None A Granary in every city on its continent Base
Temple of Artemis Ancient Polytheism 500 4 Education A Temple in every city on its continent Conquests
Statue of Zeus Ancient Mathematics, Ivory 200 4 Metallurgy A free Ancient Cavalry (3/2/2, one extra hit point) every 5 turns Conquests
Mausoleum of Mausollos Ancient Philosophy 200 2 None 3 content citizens in its city Conquests
Copernicus's Observatory Middle Ages Astronomy 420 4 None Doubles research in its city Base
JS Bach's Cathedral Middle Ages Music Theory 460 5 None 2 fewer unhappy citizens in every city on its continent Base
Knights Templar Middle Ages Chivalry 300 2 Steam Power A free Crusader (5/3/1, can build Fortresses) every 5 turns Conquests
Leonardo's Workshop Middle Ages Invention 520 2 None Upgrading units costs half Base
Magellan's Voyage Middle Ages Navigation 410 3 None All naval units +1 movement Base
Sistine Chapel (Michelangelo's Chapel) Middle Ages Theology 540 4 None Doubles the effect of all Cathedrals Base
Newton's University Middle Ages Theory of Gravity 500 5 None Doubles research in its city Base
Shakespeare's Theater Middle Ages Free Artistry 440 5 None 8 unhappy citizens made content in its city. Conquests: the city may also grow past size 12 Base
Smith's Trading Company Middle Ages Economics 400 3 None Pays the upkeep of Marketplaces, Banks, Harbors and Airports Base
Sun Tzu's Art of War Middle Ages Feudalism 340 2 None Barracks benefits in every city on its continent (the 2001 manual says all your cities) Base
Hoover Dam Industrial Electronics 540 3 None A Hydro Plant in every city on its continent Base
Theory of Evolution Industrial Scientific Method 550 3 None Two free advances Base
The United Nations Industrial Radio (Prima's wonder table; its advance table says Fission) 600 4 None Makes a diplomatic victory possible Base
Universal Suffrage Industrial Industrialization 580 4 None Reduces war weariness in all your cities Base
Cure for Cancer Modern Genetics 800 5 None 1 unhappy citizen made content in every city Base
Longevity Modern Genetics 700 3 None Cities grow by 2 citizens instead of 1 Base
The Manhattan Project Modern Fission, Uranium 580 2 None Every civilization may build nuclear weapons Base
SETI Program Modern Computers 700 3 None Doubles research in its city Base
The Internet Modern Not given Not given 4 None A Research Lab in every friendly city on its continent; a golden age for a builder that has not had one Play the World

Sources: Prima's Official Strategy Guide, pp. 134-136 (Table 7-3), 2001; Firaxis (Ed Piper): The Wonders of Civ-Conquests, 2003; Civilization III Complete manual, pp. 132-133 and 147 (effects and culture), 2005; Play the World manual, p. 22, 2002; Civilization III manual (2001), pp. 101-102. No source read gives the Internet's cost or advance; the in-game Civilopedia does.

Wonders that changed between versions

Conquests reworked three base-game wonders after players called them weak. Firaxis's Conquests update says the Great Wall now adds Walls to every city on its continent instead of only strengthening existing ones, Shakespeare's Theater lets its city grow past size 12, and the Military Academy (a Small Wonder) gives every Army a bonus. The Complete manual's chart still prints the Great Wall's older wording.

Several Civilization 2 wonders work differently in Civ 3. Prima's guide (pp. 139-144) points out that the Pyramids, Hoover Dam and JS Bach's Cathedral now reach only cities on their own continent, Leonardo's Workshop now halves the cost of upgrades (and no longer expires), SETI doubles research in one city instead of acting as a Research Lab everywhere, and the Great Lighthouse no longer makes naval units veterans.

Which wonders to build

No source read ranks every wonder, but Prima's 2001 guide gives a priority for many of them. It calls the Great Library "easily the most important Wonder of Ancient Times", especially for a civilization behind in research, and pairs it with the Oracle and the Hanging Gardens as early priorities; the Hanging Gardens matter more the higher the difficulty (Prima, pp. 138-140).

For the Middle Ages, Prima favors JS Bach's Cathedral and the Sistine Chapel, calling Bach's "almost essential" at higher difficulty levels or under Republic and Democracy, and it rates Leonardo's Workshop, Smith's Trading Company and Shakespeare's Theater below them (Prima, pp. 141-145). It tells players to build Copernicus's Observatory, Newton's University and the SETI Program in one high-commerce city for the strongest research center.

Later, Prima calls Cure for Cancer "one of the top-priority Wonders of Modern Times", urges Hoover Dam on the continent with most of your cities, and advises leaving the Manhattan Project to rivals because it lets every civilization build nuclear weapons (Prima, pp. 138-143). The Great Lighthouse is "usually a low-priority one", and the Great Wall is worth it first only in an early war.

Firaxis pitched the Temple of Artemis as a culture weapon. Its Conquests update calls it one of the most expensive Ancient wonders at 500 shields and suggests pairing it with a Religious civilization, Monarchy and the Oracle to win over neighbors' cities by culture; see Culture Flipping.

Frequently asked questions

How many wonders are in Civ 3? Civilization 3 has 24 Great Wonders in the base game, per the 2001 manual's charts, and 29 in Civilization 3 Complete, per the Complete manual: Play the World added the Internet and Conquests added four. There are also 10 Small Wonders in the base game and 11 with Conquests.

What do the Pyramids do in Civ 3? In Civilization 3 the Pyramids act as a Granary in every one of your cities on the same continent; they cost 400 shields, need Masonry and never go obsolete, per Prima's guide (p. 135).

What does the Great Library do in Civ 3? The Great Library gives you any advance already known by two other civilizations you have met; it costs 300 shields, needs Literature and stops working once anyone learns Education, per Prima's guide (p. 134).

Can you buy a wonder with gold in Civ 3? No. In Civilization 3 the only way to hurry a wonder is a Great Leader, who finishes it in one turn and is used up, per the Complete manual (p. 130).

What happens to a wonder when its city is captured in Civ 3? A captured Great Wonder passes to the new owner with its benefits, but if the city is razed the wonder is lost forever and cannot be rebuilt, per the Civilization 3 Complete manual (pp. 130-131).

Do obsolete wonders still give culture in Civ 3? Yes. A Civilization 3 wonder made obsolete by an advance loses its special effect but keeps producing culture every turn, per the Complete manual (p. 131).

Which wonders give tourism in Civ 3? In Conquests, Great Wonders at least 1,000 years old produce extra commerce; Firaxis named 18, including the Pyramids, the Great Library, the Sistine Chapel and the United Nations.

Sources

Moments

How To Play Your First Game Of Civ 3

Suede

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A Civilization 3 Retrospective | Prepare For Civ 7

GamerZakh

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  2. Some wonders go obsolete, but their culture never does. When anyone learns the advance that cancels a wonder…
  3. Conquests reworked three base-game wonders after players called them weak. Firaxis's Conquests update says the Great…

The overlooked genius of Civilization 3

Suede

  1. Gold cannot buy a wonder. The only way to hurry one is a Great Leader, who finishes the city's current build in one…

The 12 most powerful techs in Civ 3

Suede

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Photos

Isometric map of a green coast with hills and rivers and five red-labeled cities: Babylon, Sistine Chapel 2; Isin, Trading Company 19; Kish, University 5; Nineveh, Bank 4; Uruk, Marketplace 2. A panel reads Babylonian Worker, Babylonian Republic, 1430 AD.

See also

About this page

Last updated Oct 22, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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