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

Lack of Amenities has spawned hostile units
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
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 follows (by descending order):
- Ecstatic: If a city has at least 3 more
Amenities than required, 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 more than required, all non-food yields increase by 5%, while Population growth increases by +10%.
- Content: If a city has the exact number of
Amenities it requires, there are no bonuses or penalties applied.
- Displeased: If a city has 1-2
Amenities less than required, 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 less than required, all non-food yields decrease by 10%, whereas Population growth decreases by 30%.
- Unrest: If a city has 5-6
Amenities less than required, all non-food yields decrease by 30%. In addition, Rebel units may begin to appear in the city's territory.
- Revolt: If a city has at least 7 fewer
Amenities than required, all non-food yields also decrease by 60%. Rebel units will appear much more frequently and in greater numbers than ever before.
These Amenity thresholds and effects received some minor changes in the August 2020 Update and December 2020 Update. These changes apply only to the Gathering Storm expansion.
- Ecstatic starts at 5 additional
Amenities or more, all of the city's yields increase by +20%.
- Happy requires 3-4 additional
Amenities, all of the city's yields increase by +10%.
- Content starts at 0 to 2 additional
Amenities, there are no bonuses or penalties applied.
- Displeased starts at 2 to 1
Amenities less than required. All non-food yields now decrease by 10%, its Population growth decreases by 15%.
- Unhappy starts at 4 to 3
Amenities less than required. All non-food yields now decrease by 20%, its Population growth decreases by 30%.
- Unrest starts at 6 to 5
Amenities less than required, all non-food yields decrease by 30%. In addition, Rebel units may begin to appear in the city's territory.
- Revolt starts at 7
Amenities less than required or below. All non-food yields now decrease by 40%, Rebel units will appear much more frequently and in greater numbers than ever before.
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.
Luxury Resource | Amenities | Source |
---|---|---|
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4 | Mine or Fishing Boats |
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6 | Zanzibar (City-State) |
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4 | Plantation |
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6 | Zanzibar (City-State) |
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4 | Plantation |
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4 | Plantation |
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4 | Helena Rubinstein (Great Merchant) |
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4 | Plantation |
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4 | Mine |
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4 | Plantation |
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4 | Camp |
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4 | Quarry |
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4 | Camp |
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4 | Plantation |
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4 | Camp |
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4 | Mine |
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4 | Levi Strauss (Great Merchant) |
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4 | Quarry |
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4 | Mine |
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4 | Plantation |
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4 | Fishing Boats |
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6 | Estée Lauder (Great Merchant) |
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4 | Mine |
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4 | Plantation |
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4 | Mine |
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4 | Plantation |
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4 | Plantation |
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4 | Plantation |
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4 | Plantation |
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4 | John Spilsbury (Great Merchant) |
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4 | Camp |
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4 | Fishing Boats |
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4 | Fishing Boats |
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4 | Plantation |
Added in the Rise and Fall expansion pack.
- ↑ 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).
Building | Unlocked with | Bonuses |
---|---|---|
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N/A | +1 ![]() |
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Games and Recreation | +2 ![]() |
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Natural History | +1 ![]() |
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Professional Sports | +2 ![]()
|
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Natural History | +2 ![]() |
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Natural History | +1 ![]() |
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Professional Sports | +2 ![]()
|
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Tier 1 Government | +2 ![]() |
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Capitalism | +1 ![]()
|
Wonders[]
Some Wonders also supply Amenities.
Wonder | Unlocked with | Bonuses |
---|---|---|
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Castles | +2 ![]() |
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Games and Recreation | +3 ![]() |
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Professional Sports | +2 ![]() |
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Combustion | +3 ![]() |
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Pottery | +1 ![]() |
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Military Tactics | +1 ![]() |
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Archery | +1 ![]() |
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
Civics[]
Another frequent source of positive 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.
Name of policy | Effect | Notes |
---|---|---|
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+1 ![]() |
|
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+1 ![]() ![]() |
|
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+1 ![]() |
Obsolete with Suffrage. |
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-2 Spy operation level in your lands. -1 ![]() |
Removed in Gathering Storm. |
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+2 ![]() ![]() ![]()
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In Gathering Storm, can only be adopted with Democracy active. |
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+100% Theater Square adjacency bonuses, and Stadiums generate +1 ![]() |
|
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Other civs' Rock Bands cannot enter your territory. -1 ![]() |
Exclusive to Gathering Storm. |
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+50% ![]() ![]() |
Dark Age exclusive, from the Industrial Era to the Atomic Era. |
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+20% ![]() |
Dark Age exclusive, from the Information Era to the Future Era. |
Great People[]
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 in a city, when Retired in it:
- Mimar Sinan (Vanilla only)
- Jane Drew
- John Roebling
- Joseph Paxton
- Ibn Khaldun
- John Spilsbury
- Helena Rubinstein
- Levi Strauss
- Estée Lauder
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 +3
Faith and +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.
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 have introduced improvements that generate Amenities:
Improvement | Unlocked with | Restrictions | Bonuses |
---|---|---|---|
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Suzerain of Cahokia City-State | +1 ![]() +1 | |
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Liang's Parks and Recreation promotion. | Cannot be build next to another City Park | +1 ![]() |
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Reformed Church (while playing as Scotland) | One per city, cannot be built on desert tiles | +1 ![]() |
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Colonialism (while playing as Canada) | One per city, must be built on tundra or snow (or their respective hills) | +1 ![]() |
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Professional Sports | Must be built on mountains, and cannot be removed.
Cannot be built next to another Ski Resort. |
+1 ![]() |
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
Negative Sources of Amenities[]
War weariness[]
- 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 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 is again manifested by certain amount of negative
Amenities, namely, -1 per each 10
Gold negative flow you have.
Related achievements[]
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Everything is Awesome!!!
At the start of the turn have an Ecstatic city.
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