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Amenities are a mechanic in Civilization VI that represents the contentment of a city's population, similar to the Happiness mechanic in Civilization V. Amenities are determined on a per-city basis (similar to health in Civilization IV and Local Happiness in Civilization V), rather than globally (an example of which would be Global Happiness in Civilization V, which has no counterpart within the Amenities system in VI).
Amenities Mechanics[]
Each city in your empire enjoys a certain number of Amenities, which affect its Citizens. These can be positive (increasing the population's happiness) or negative (decreasing it); however, the presence of negative Amenities is quite rare, as shown below (a much more common situation is that your cities simply do not have enough Amenities to meet their quota). Regardless, the sum of positive and negative Amenities gives the current 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 Amenities, determined by the city's Population. The first 2 Citizens of any given city do not require any Amenities. The third Citizen will require 1 Amenity, and beyond this point every additional 2 Citizens increase the number of Amenities required for the city to be content by 1. For example, a city with a Population of 5 or 6 will require 2 Amenities to be Content, while a city with a Population of 11 or 12 will require 5. The general formula to be content is (the end result is rounded up).
In Gathering Storm, cities no longer start with a free Amenity (except the Capital), meaning the first two Citizens still require an Amenity. Therefore, a city with a Population of 5 or 6 will require 3 Amenities to be Content, while a city with a Population of 11 or 12 will require 6. The general formula to be content is (the end result is rounded up).
The balance between Amenities required and Amenities available determines the current level of satisfaction for this city, as detailed in the table below.
Satisfaction level | Vanilla and Rise and Fall | Gathering Storm |
---|---|---|
Ecstatic | At least 3 more Amenities than required. All non- Food yields increase by 10%, and Population growth increases by 20%. | At least 5 more Amenities than required. All yields increase by 20%. |
Happy | 1-2 Amenities more than required. All non- Food yields increase by 5%, and Population growth increases by 10%. | 3-4 Amenities more than required. All yields increase by 10%. |
Content | Exact number of Amenities required. No bonuses or penalties apply. | 0-2 Amenities more than required. No bonuses or penalties apply. |
Displeased | 1-2 Amenities less than required. All non- Food yields decrease by 5%, and Population growth decreases by 15%. | 1-2 Amenities less than required. All non- Food yields decrease by 10%, and Population growth decreases by 15%. |
Unhappy | 3-4 Amenities less than required. All non- Food yields decrease by 10%, and Population growth decreases by 30%. | 3-4 Amenities less than required. All non- Food yields decrease by 20%, and Population growth decreases by 30%. |
Unrest | 5-6 Amenities less than required. All non- Food yields decrease by 30%, and Rebel units occasionally appear in the city's territory. | 5-6 Amenities less than required. All non- Food yields decrease by 30%, and Rebel units occasionally appear in the city's territory. |
Revolt | At least 7 fewer Amenities than required. All non- Food yields decrease by 60%, and Rebel units appear in the city's territory more frequently and in greater numbers. | At least 7 fewer Amenities than required. All non- Food yields decrease by 40%, and Rebel units appear in the city's territory more frequently and in greater numbers. |
Positive Sources of Amenities[]
Luxury Resources[]
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 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. Note that the Suzerain bonus of Buenos Aires allows your Bonus Resources to provide Amenities as if they were Luxury Resources.
Luxury Resource | Amenities | Source |
---|---|---|
Amber | 4 | Mine or Fishing Boats |
Cinnamon | 6 | Zanzibar (City-State) |
Citrus | 4 | Plantation |
Cloves | 6 | Zanzibar (City-State) |
Cocoa | 4 | Plantation |
Coffee | 4 | Plantation |
Cosmetics | 4 | Helena Rubinstein (Great Merchant) |
Cotton | 4 | Plantation |
Diamonds | 4 | Mine |
Dyes | 4 | Plantation |
Furs | 4 | Camp |
Gypsum | 4 | Quarry |
Honey[1] | 4 | Camp |
Incense | 4 | Plantation |
Ivory | 4 | Camp |
Jade | 4 | Mine |
Jeans | 4 | Levi Strauss (Great Merchant) |
Marble | 4 | Quarry |
Mercury | 4 | Mine |
Olives | 4 | Plantation |
Pearls | 4 | Fishing Boats |
Perfume | 6 | Estée Lauder (Great Merchant) |
Salt | 4 | Mine |
Silk | 4 | Plantation |
Silver | 4 | Mine |
Spices | 4 | Plantation |
Sugar | 4 | Plantation |
Tea | 4 | Plantation |
Tobacco | 4 | Plantation |
Toys | 4 | John Spilsbury (Great Merchant) |
Truffles | 4 | Camp |
Turtles | 4 | Fishing Boats |
Whales | 4 | Fishing Boats |
Wine | 4 | Plantation |
- ↑ Added in the Maya & Gran Colombia Pack.
Entertainment[]
One of the more important sources of 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 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 and the Water Park provide an initial +1 Amenity each, while their buildings, the Arena, Zoo, and Stadium for the Entertainment Complex, and the Ferris Wheel, Aquarium, and Aquatics Center for the Water Park, provide +2, +1, and +1 Amenities respectively. Brazil's unique Street Carnival and Copacabana both provide +2 Amenities, and Byzantium's unique Hippodrome provides +3 Amenities.
Rise and Fall also introduces the Shopping Mall, which can be built in a Neighborhood and provides +1 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).
In Gathering Storm, Dams provide +1 Amenity, Aqueducts provide +1 Amenity if adjacent to a Geothermal Fissure, and Liang's Water Works title causes Canals and Dams in the city in which she is established to provide an additional +1 Amenity.
Building | Unlocked with | Bonuses |
---|---|---|
Palace | N/A | +1 Amenity |
Arena | Games and Recreation | +2 Amenities |
Zoo | Natural History | +1 Amenity to each City Center within 6 tiles |
Stadium | Professional Sports | +2 Amenities to each City Center within 6 tiles (boosted by Sports Media Policy Card)
+1 Amenity to each City Center within 6 tiles (boosted by Sports Media Policy Card) +1 Amenity to each City Center within 6 tiles (boosted by Sports Media Policy Card); +2 Amenities additionally when Powered |
Ferris Wheel | Natural History | +2 Amenity |
Aquarium | Natural History | +1 Amenity to each City Center within 9 tiles |
Aquatics Center | Professional Sports | +2 Amenities to each City Center within 9 tiles
+1 Amenity to each City Center within 9 tiles; +2 Amenities additionally when Powered |
Audience Chamber | Tier 1 Government | +2 Amenities in cities with established Governors. |
Shopping Mall | Capitalism | +1 Amenity
+1 Amenity; +1 Amenity additionally when Powered |
Wonders[]
Some wonders also supply Amenities.
Wonder | Unlocked with | Bonuses |
---|---|---|
Alhambra | Castles | +2 Amenities |
Colosseum | Games and Recreation | +3 Amenities to all cities within 6 tiles |
Estádio do Maracanã | Professional Sports | +2 Amenities to all cities in your civilization |
Golden Gate Bridge | Combustion | +3 Amenities from entertainment |
Great Bath | Pottery | +1 Amenity from entertainment |
Huey Teocalli | Military Tactics | +1 Amenity for each adjacent Lake tile |
Temple of Artemis | Archery | +1 Amenity for each Camp, Pasture, and Plantation within 4 tiles |
Civics[]
Another frequent source of positive Amenities is your government...or more accurately, the policy cards you currently have slotted in it. Most of these apply only to bigger cities — that is, those which have more than a certain number of Districts.
Name of policy | Effect | Notes |
---|---|---|
Retainers | +1 Amenity in cities with a garrisoned unit. | Obsolete with Mass Media. |
Civil Prestige | +1 Amenity and +2 Housing in cities with established Governors with 2+ promotions. | |
Liberalism | +1 Amenity in cities with 2+ specialty districts. | Obsolete with Suffrage. |
New Deal | +2 Amenities, +4 Housing, -8 Gold in all cities with 3+ specialty districts.
+2 Amenities and +4 Housing in all cities with 3+ specialty districts. |
In Gathering Storm, can only be adopted with Democracy active. |
Sports Media | +100% Theater Square adjacency bonuses, and Stadiums generate +1 Amenity. |
Great People[]
Although there isn't a specific type of Great Person dedicated to providing Amenities, some specific Great People can be retired to permanently increase Amenities in a city, while others create unique Luxury Resources instead.
- Jane Drew
- John Roebling
- Joseph Paxton
- Ibn Khaldun
- John Spilsbury
- Helena Rubinstein
- Levi Strauss
- Estée Lauder
- Mimar Sinan (Vanilla only)
Civilization and leader abilities[]
There are many civilizations and leaders which provide their citizens with additional Amenities:
- Indian cities gain 1 Amenity for each religion with 1 follower in them.
- Indonesian Entertainment Complexes built next to a Coast or Lake tile gain +1 Amenity.
- Khmer Aqueducts provide +1 Amenity.
- Mayan cities gain +1 Amenity for every luxury resource next to the City Center.
- Cities conquered by the Ottomans gain +1 Amenity.
- Alexander's Macedon does not lose Amenities for war weariness.
- Kupe grants the Palace +1 Amenity.
- Luxury resources improved by Montezuma provide Amenities to 2 extra cities.
- Under rulesets that don't use the Loyalty mechanic, Abraham Lincoln receives +2 Amenities in a city with an Industrial Zone.
Religion[]
There are many Religious Beliefs which provide 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[]
National Parks are a special type of late-game improvement whose secondary effect increases Amenities. When established by Naturalists, they will provide +2 Amenities to the city whose territory they are in, and +1 Amenity to the four closest cities besides this one.
Improvements[]
Rise and Fall and Gathering Storm introduce improvements that generate Amenities:
Improvement | Unlocked with | Restrictions | Bonuses |
---|---|---|---|
Cahokia Mounds | Suzerain of Cahokia City-State | +1 Amenity from the first Cahokia Mounds in the city. +1 Amenity from the second Cahokia Mounds in the city (with Natural History) | |
City Park | Liang's Parks and Recreation title. | Cannot be built next to another City Park | +1 Amenity if adjacent to a River, Lake, or Coast |
Golf Course | Reformed Church (while playing as Scotland) | One per city, cannot be built on Desert tiles | +1 Amenity |
Ice Hockey Rink | Colonialism (while playing as Canada) | One per city, must be built on Tundra or Snow (or their respective Hills) | +1 Amenity |
Ski Resort | Professional Sports | Must be built on Mountains, and cannot be removed.
Cannot be built next to another Ski Resort |
+1 Amenity |
Negative Sources of Amenities[]
War weariness[]
When your civilization has been at war for too long, your citizens become tired of your warmongering (just like other civs' leaders). This is manifested as certain amount of negative Amenities that will affect your cities, preferably cities that are not founded by you and ones that near the battlefront. Alexander's Macedon does not suffer from this, and civilizations fighting the peaceable Gandhi are doubly affected by this.
Bankruptcy[]
Whenever your treasury reaches 0, and you have a negative Gold flow, your citizens will become discontented. This again manifests as a certain amount of negative Amenities - specifically, 1 per each 10 Gold negative flow you have.
Civics[]
Name of policy | Effect | Notes |
---|---|---|
Police State | -2 Spy operation level in your lands. -1 Amenity in all cities. | Removed in Gathering Storm. |
Music Censorship | Other civs' Rock Bands cannot enter your territory. -1 Amenity in all cities. | Exclusive to Gathering Storm. |
Robber Barons | +50% Gold in cities with a Stock Exchange. +25% Production in cities with a Factory. | Dark Age exclusive, from the Industrial Era to the Atomic Era. |
Automated Workforce | +20% Production towards city projects. | Dark Age exclusive, from the Information Era to the Future Era. |
Related achievements[]
Everything is Awesome!!!
At the start of the turn have an Ecstatic city.
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Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
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Miscellaneous | |
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
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