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Amenities6 Amenities is a mechanic in Civilization VI that represents the contentment of a city's population, similar to the 20xHappiness5 Happiness mechanic in Civilization V. However, unlike in Civilization V, Amenities6 Amenities are determined on a per-city basis, rather than globally (similar to Civilization IV).

Amenities Mechanics Edit

Lack of Amenities causes rebellion (Civ6)

Lack of Amenities has spawned hostile units

Each city in your empire enjoys a certain number of Amenities6 Amenities, which affect its Citizen6 Citizens. These can be positive (increasing the population's happiness) or negative (decreasing it); however, the presence of negative Amenities6 Amenities is quite rare, as shown below (a much more common situation is that your cities simply do not have enough Amenities6 Amenities to meet their quota). Regardless, the sum of positive and negative Amenities6 Amenities gives the current Amenities6 Amenities level of each city, which is then compared to the current level needed to keep its citizens happy.

Each individual city requires certain number of Amenities6 Amenities, determined by the city's Citizen6 Population. The first 2 Citizen6 Citizens of any given city do not require any Amenities6 Amenities. The third Citizen6 Citizen will require 1 Amenities6 Amenity, and beyond this point every additional 2 Citizen6 Citizens increase the number of Amenities6 Amenities required for the city to be content by 1. For example, a city with a Citizen6 Population of 5 or 6 will require 2 Amenities6 Amenities to be Content, while a city with a Citizen6 Population of 11 or 12 will require 5.

In Gathering Storm, cities no longer start with a free Amenities6 Amenity (except the Capital6 Capital), meaning the first two Citizen6 Citizens still require an Amenities6 Amenity. Therefore, a city with a Citizen6 Population of 5 or 6 will require 3 Amenities6 Amenities to be Content, while a city with a Citizen6 Population of 11 or 12 will require 6.

The balance between Amenities6 Amenities required and Amenities available determines the current level of satisfaction for this city, as follows (by descending order):

  • Ecstatic: If a city has at least 3 more Amenities6 Amenities than required, everyone is in a state of constant euphoria, and the birth rates skyrocket! All of the city's non-food yields increase by +10%, and its Population growth increases by +20%.
  • Happy: If a city has 1-2 Amenities6 Amenities more than required, the people do their jobs with gusto and are happy to live and create families here. All non-food yields increase by 5%, while Population growth increases by +10%.
  • Content: If a city has the exact number of Amenities6 Amenities it requires, its Citizens' feelings are neutral, neither unhappy, nor particularly happy. There are no bonuses or penalties applied.
  • Displeased: If a city has 1-2 Amenities6 Amenities less than required, some people start to grumble and work suffers. All non-food yields by the city decrease by 5%, and its Population growth decreases by 15%.
  • Unhappy: If a city has 3-4 Amenities6 Amenities less than required, there is widespread discontent in the city and people start having doubts about whether they should work here, much less create families. All non-food yields decrease by 10%, whereas Population growth decreases by 30%.
  • Unrest: If a city has 5-6 Amenities6 Amenities less than required, citizens become really angry with their life and start considering making war, not love! Growth stops completely, and all non-food yields decrease by -30%. Apart from that, Rebel units may begin to appear in the city's territory. Similar to Civilization V: Brave New World, these units will pillage and attack your city.
  • Revolt: If a city has at least 7 fewer Amenities6 Amenities than required, the city is in open revolt! Not only has growth already stopped completely, but all non-food yields also decrease by a whopping -60%. Rebel units will appear much more frequently and in greater numbers than ever before, forcing the empire's soldiers to turn their attention to stomping out rebellion instead of defending the nation, much less conquering other nations.

These Amenities6 Amenity thresholds and effects received some minor changes in the August 2020 Update. These changes apply only to the Gathering Storm expansion.

  • Ecstatic starts at 5 additional Amenities6 Amenities or more, bonuses to yields stay the same.
  • Happy requires 3-4 additional Amenities6 Amenities, bonuses to yields stay the same.
  • Content starts at 1 Amenities6 Amenity less than required (-1) to 2 additional Amenities6 Amenities.
  • Displeased starts at 3 to 2 Amenities6 Amenities less than required. All non-food yields now decrease by 10%, its Population growth decreases by 15%.
  • Unhappy starts at 5 to 4 Amenities6 Amenities less than required. All non-food yields now decrease by 20%, its Population growth decreases by 30%.
  • Unrest starts at 7 to 6 Amenities6 Amenities less than required, all other penalties stay the same.
  • Revolt starts at 8 Amenities6 Amenities less than required or below. All non-food yields now decrease by 40%, all other penalties stay the same.

Positive Sources of Amenities Edit

Luxury Resources Edit

As in all Civilization games, Luxury Resources are one of the main sources of contentment for your people. However, the system has been reworked substantially in Civilization VI, and Luxury Resources no longer affect your entire empire. Each unique Luxury Resource now provides +1 Amenities6 Amenity to up to 4 cities (or 6, in some special cases). Multiple copies of any given Luxury Resource do not affect more cities, so feel free to trade away extra Luxuries for other ones your civilization does not have access to.

Luxury Resource Amenities Source
Amber (Civ6) Amber R&F-Only 4 Mine or Fishing Boats
Cinnamon (Civ6) Cinnamon 6 Zanzibar (City-State)
Citrus (Civ6) Citrus 4 Plantation
Cloves (Civ6) Cloves 6 Zanzibar (City-State)
Cocoa (Civ6) Cocoa 4 Plantation
Coffee (Civ6) Coffee 4 Plantation
Cosmetics (Civ6) Cosmetics 4 Helena Rubinstein (Great Person)
Cotton (Civ6) Cotton 4 Plantation
Diamonds (Civ6) Diamonds 4 Mine
Dyes (Civ6) Dyes 4 Plantation
Furs (Civ6) Furs 4 Camp
Gypsum (Civ6) Gypsum 4 Quarry
Incense (Civ6) Incense 4 Plantation
Ivory (Civ6) Ivory 4 Camp
Jade (Civ6) Jade 4 Mine
Jeans (Civ6) Jeans 4 Levi Strauss (Great Person)
Marble (Civ6) Marble 4 Quarry
Mercury (Civ6) Mercury 4 Mine
Olives (Civ6) Olives R&F-Only 4 Plantation
Pearls (Civ6) Pearls 4 Fishing Boats
Perfume (Civ6) Perfume 6 Estée Lauder (Great Person)
Salt (Civ6) Salt 4 Mine
Silk (Civ6) Silk 4 Plantation
Silver (Civ6) Silver 4 Mine
Spices (Civ6) Spices 4 Plantation
Sugar (Civ6) Sugar 4 Plantation
Tea (Civ6) Tea 4 Plantation
Tobacco (Civ6) Tobacco 4 Plantation
Toys (Civ6) Toys 4 John Spilsbury (Great Person)
Truffles (Civ6) Truffles 4 Camp
Turtles (Civ6) Turtles R&F-Only 4 Fishing Boats
Whales (Civ6) Whales 4 Fishing Boats
Wine (Civ6) Wine 4 Plantation

R&F-Only Added in the Rise and Fall expansion pack.

Entertainment Edit

One of the more important sources of Amenities6 Amenities is Entertainment, made possible by the Entertainment Complex (and the Water Park as of Rise and Fall) and its buildings. Note that for basic buildings, the effect is merely local (i.e. will supply Amenities6 Amenities only to its parent city), while the more advanced buildings will spread their effect to all cities whose City Centers are located up to 6 tiles (9 tiles for Water Park buildings) from the district. The mechanics are similar to the regional effects of advanced Industrial Zone buildings, so you can use the same logic here.

The Entertainment Complex provides an initial +1 Amenities6 Amenity, while its buildings, the Arena, Zoo, and Stadium (and the Water Park's Ferris Wheel, Aquarium, and Aquatics Center), provide +1, +1, and +2 Amenities6 Amenities respectively.

Rise and Fall also introduces the Shopping Mall, which can be built in a Neighborhood and provides +1 Amenities6 Amenity. Note that a Shopping Mall cannot be built in a city that has a Neighborhood with a Food Market, and there is a limit of one Shopping Mall per city (even if it has multiple Neighborhoods).

Building Unlocked with Bonuses
Arena (Civ6) Arena Games and Recreation +1 Amenities6 Amenity
Zoo (Civ6) Zoo Natural History +1 Amenities6 Amenity to each City Center within 6 tiles
Stadium (Civ6) Stadium Professional Sports +2 Amenities6 Amenities to each City Center within 6 tiles (boosted by Sports Media Policy Card)

R&F-Only +1 Amenities6 Amenity to each City Center within 6 tiles (boosted by Sports Media Policy Card)

GS-Only +1 Amenities6 Amenity to each City Center within 6 tiles (boosted by Sports Media Policy Card); +2 Amenities6 Amenities additionally when Power (Civ6) Powered

Ferris Wheel (Civ6) Ferris Wheel R&F-Only Natural History +1 Amenities6 Amenity
Aquarium (Civ6) Aquarium R&F-Only Natural History +1 Amenities6 Amenity to each City Center within 9 tiles
Aquatics Center (Civ6) Aquatics Center R&F-Only Professional Sports +2 Amenities6 Amenities to each City Center within 9 tiles

GS-Only +1 Amenities6 Amenity to each City Center within 9 tiles; +2 Amenities6 Amenities additionally when Power (Civ6) Powered

Shopping Mall (Civ6) Shopping Mall R&F-Only Capitalism +1 Amenities6 Amenity

GS-Only +1 Amenities6 Amenity; +1 Amenities6 Amenity additionally when Power (Civ6) Powered

Wonders Edit

Some Wonders also supply Amenities6 Amenities.

Wonder Unlocked with Bonuses
Alhambra (Civ6) Alhambra Castles +2 Amenities6 Amenities
Colosseum (Civ6) Colosseum Games and Recreation +3 Amenities6 Amenities to all cities within 6 tiles

R&F-Only +2 Amenities6 Amenities to all cities within 6 tiles

Estádio do Maracanã (Civ6) Estádio do Maracanã Professional Sports +2 Amenities6 Amenities to all cities in your civilization
Golden Gate Bridge (Civ6) Golden Gate Bridge GS-Only Combustion +3 Amenities6 Amenities from entertainment
Great Bath (Civ6) Great Bath GS-Only Pottery +1 Amenities6 Amenity from entertainment
Huey Teocalli (Civ6) Huey Teocalli Military Tactics +1 Amenities6 Amenity for each adjacent Lake tile
Temple of Artemis (Civ6) Temple of Artemis R&F-Only Archery +1 Amenities6 Amenity for each Camp, Pasture, and Plantation within 4 tiles

R&F-Only Added in the Rise and Fall expansion pack.

GS-Only Added in the Gathering Storm expansion pack.

Civics Edit

Another frequent source of positive Amenities6 Amenities are Social Policies (more precisely, the relevant Policy Cards activated in your current Government Agenda). Most of these act only for bigger cities — that is, those which have more than a certain number of Districts.

Great People Edit

Although there isn't a specific type of Great Person dedicated to providing Happiness to your people, some specific Great People have the power to permanently increase Amenities6 Amenities in a city, when Retired in it.

Religion Edit

There are many Religious Beliefs which provide Amenities6 Amenities to the cities who follow their Religion. Note that they will only act if the city is actually following the Religion at the moment.

National Parks Edit

National Parks are a special type of late-game improvement whose secondary effect increases Amenities6 Amenities. When established by Naturalists, they will provide +2 Amenities6 Amenities to the city whose territory they are in, and +1 Amenities6 Amenity to the four closest cities besides this one.

Improvements Edit

Rise and Fall and Gathering Storm have introduced improvements that generate Amenities6 Amenities:

Improvement Unlocked with Restrictions Bonuses
Cahokia Mounds (Civ6) Cahokia Mounds GS-Only Suzerain of Cahokia City-State +1 Amenities6 Amenity from the first Cahokia Mounds in the city.

+1 Amenities6 Amenity from the second Cahokia Mounds in the city (with Natural History)

City Park (Civ6) City Park R&F-Only Liang's Parks and Recreation promotion. Cannot be build next to another City Park +1 Amenities6 Amenity if adjacent to water
Golf Course (Civ6) Golf Course R&F-Only Reformed Church (while playing as Scotland) One per city, cannot be built on desert tiles +1 Amenities6 Amenity

(GS-Only +2 Amenities6 Amenities)

Ice Hockey Rink (Civ6) Ice Hockey Rink GS-Only Colonialism (while playing as Canada) One per city, must be built on tundra or snow (or their respective hills) +1 Amenities6 Amenity
Ski Resort (Civ6) Ski Resort GS-Only Professional Sports Must be built on mountains, and cannot be removed.

Cannot be built next to another Ski Resort.

+1 Amenities6 Amenity

R&F-Only Added in the Rise and Fall expansion pack.

GS-Only Added in the Gathering Storm expansion pack.

Negative Sources of Amenities Edit

War weariness Edit

Main article: War weariness (Civ6)

When your nation has been at war for too long, your citizens become tired of your warmongering (just like other nations' leaders). This is manifested as certain amount of negative Amenities6 Amenities that will affect your cities, preferably cities that are not founded by you and ones that near the battlefront.

Bankruptcy Edit

Whenever your treasury reaches 0, and you have a negative Civ6Gold Gold flow, your citizens will become discontented. This is again manifested by certain amount of negative Amenities6 Amenities, namely, -1 per each 10 Civ6Gold Gold negative flow you have.

Related achievementsEdit

Steam achievement Everything is Awesome!!! (Civ6)
Everything is Awesome!!!
At the start of the turn have an Ecstatic city.
A reference to the song of the same name from The Lego Movie.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

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R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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