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

Amenities Mechanics[edit | edit source]

Lack of Amenities has spawned hostile units

Each city in your empire enjoys a certain number of Amenities Amenities, which affect its Citizen Citizens. These can be positive (increasing the population's happiness) or negative (decreasing it); however, the presence of negative Amenities Amenities is quite rare, as shown below (a much more common situation is that your cities simply do not have enough Amenities Amenities to meet their quota). Regardless, the sum of positive and negative Amenities Amenities gives the current Amenities 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 Amenities, determined by the city's Citizen Population. The first 2 Citizen Citizens of any given city do not require any Amenities Amenities. The third Citizen Citizen will require 1 Amenities Amenity, and beyond this point every additional 2 Citizen Citizens increase the number of Amenities Amenities required for the city to be content by 1. For example, a city with a Citizen Population of 5 or 6 will require 2 Amenities Amenities to be Content, while a city with a Citizen Population of 11 or 12 will require 5.

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

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

Luxury Resources[edit | edit source]

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

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

Entertainment[edit | edit source]

One of the more important sources of Amenities 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 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 Amenities 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 Amenities Amenities respectively.

Rise and Fall also introduces the Shopping Mall, which can be built in a Neighborhood and provides +1 Amenities 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 Arena Games and Recreation +1 Amenities Amenity
Zoo Zoo Natural History +1 Amenities Amenity to each City Center within 6 tiles
Stadium Stadium Professional Sports +2 Amenities Amenities to each City Center within 6 tiles (boosted by Sports Media Policy Card)

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

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

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

GS-Only.png +1 Amenities Amenity to each City Center within 9 tiles; +2 Amenities Amenities additionally when Power Powered

Shopping Mall Shopping Mall R&F-Only.png Capitalism +1 Amenities Amenity

GS-Only.png +1 Amenities Amenity; +1 Amenities Amenity additionally when Power Powered

Wonders[edit | edit source]

Some Wonders also supply Amenities Amenities.

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

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

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

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

GS-Only.png Added in the Gathering Storm expansion pack.

Civics[edit | edit source]

Another frequent source of positive Amenities 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 | edit source]

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 Amenities Amenities in a city, when Retired in it.

Religion[edit | edit source]

There are many Religious Beliefs which provide Amenities 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 | edit source]

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

Improvements[edit | edit source]

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

Improvement Unlocked with Restrictions Bonuses
Cahokia Mounds Cahokia Mounds GS-Only.png Suzerain of Cahokia City-State +1 Amenities Amenity from the first Cahokia Mounds in the city.

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

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

(GS-Only.png +2 Amenities Amenities)

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

Cannot be built next to another Ski Resort.

+1 Amenities Amenity

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

GS-Only.png Added in the Gathering Storm expansion pack.

Negative Sources of Amenities[edit | edit source]

War weariness[edit | edit source]

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 Amenities Amenities that will affect your cities, preferably cities that are not founded by you and ones that near the battlefront.

Bankruptcy[edit | edit source]

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

Related achievements[edit | edit source]

Everything is Awesome!!!
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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AgendaAge R&F-Only.png (Historic Moment R&F-Only.pngTimeline R&F-Only.png) • BarbariansBoostsBuildingCity (AmenitiesCapitalGovernor R&F-Only.pngHousingLoyalty R&F-Only.pngPopulation) • City-state (EnvoySuzerain) • CivicClimate GS-Only.png (Disaster) • Combat (Air combatCity combatFlanking and SupportZone of control) • Competition GS-Only.pngDifficulty levelDiplomacy (Emergency R&F-Only.pngEspionageGossipGrievances GS-Only.pngWarmongeringWorld Congress GS-Only.png) • DistrictEraGovernmentGreat PeopleGreat WorkImprovementMap (AppealBordersContinentTile) • Natural wonderPolicy cardProjectPromotionReligion (Pantheon) • ResourceSpeedTechnologyTerrainTrade RouteUnit (MovementRangeSightStrength) • VictoryWar wearinessWonder

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

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