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Amenities Amenities are a mechanic in Civilization VI that represents the contentment of a city's population, similar to the 20xHappiness5 Happiness mechanic in Civilization V. Amenities 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 Amenities system in VI).

Amenities Mechanics[]

Lack of Amenities causes rebellion (Civ6)

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. The general formula to be content is (the end result is rounded up).

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 general formula to be content is (the end result is rounded up).

The balance between Amenities Amenities required and Amenities Amenities available determines the current level of satisfaction for this city, as detailed in the table below.

Satisfaction Levels and Effects by Ruleset
Satisfaction level Vanilla and Rise and Fall Gathering Storm
Ecstatic At least 3 more Amenities Amenities than required. All non-Food Food yields increase by 10%, and Citizen Population growth increases by 20%. At least 5 more Amenities Amenities than required. All yields increase by 20%.
Happy 1-2 Amenities Amenities more than required. All non-Food Food yields increase by 5%, and Citizen Population growth increases by 10%. 3-4 Amenities Amenities more than required. All yields increase by 10%.
Content Exact number of Amenities Amenities required. No bonuses or penalties apply. 0-2 Amenities Amenities more than required. No bonuses or penalties apply.
Displeased 1-2 Amenities Amenities less than required. All non-Food Food yields decrease by 5%, and Citizen Population growth decreases by 15%. 1-2 Amenities Amenities less than required. All non-Food Food yields decrease by 10%, and Citizen Population growth decreases by 15%.
Unhappy 3-4 Amenities Amenities less than required. All non-Food Food yields decrease by 10%, and Citizen Population growth decreases by 30%. 3-4 Amenities Amenities less than required. All non-Food Food yields decrease by 20%, and Citizen Population growth decreases by 30%.
Unrest 5-6 Amenities Amenities less than required. All non-Food Food yields decrease by 30%, and Rebel units occasionally appear in the city's territory. 5-6 Amenities Amenities less than required. All non-Food Food yields decrease by 30%, and Rebel units occasionally appear in the city's territory.
Revolt At least 7 fewer Amenities Amenities than required. All non-Food 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 Amenities than required. All non-Food 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 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. Note that the Suzerain bonus of Buenos Aires allows your Bonus Resources to provide Amenities Amenities as if they were Luxury Resources.

Luxury Resource Amenities Source
Amber Amber R&F-Only 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 Merchant)
Cotton Cotton 4 Plantation
Diamonds Diamonds 4 Mine
Dyes Dyes 4 Plantation
Furs Furs 4 Camp
Gypsum Gypsum 4 Quarry
Honey Honey[1] 4 Camp
Incense Incense 4 Plantation
Ivory Ivory 4 Camp
Jade Jade 4 Mine
Jeans Jeans 4 Levi Strauss (Great Merchant)
Marble Marble 4 Quarry
Mercury Mercury 4 Mine
Olives Olives R&F-Only 4 Plantation
Pearls Pearls 4 Fishing Boats
Perfume Perfume 6 Estée Lauder (Great Merchant)
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 Merchant)
Truffles Truffles 4 Camp
Turtles Turtles R&F-Only 4 Fishing Boats
Whales Whales 4 Fishing Boats
Wine Wine 4 Plantation

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

Entertainment[]

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 and the Water Park provide an initial +1 Amenities 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 Amenities respectively. Brazil's unique Street Carnival and Copacabana both provide +2 Amenities Amenities, and Byzantium's unique Hippodrome provides +3 Amenities Amenities.

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).

In Gathering Storm, Dams provide +1 Amenities Amenity, Aqueducts provide +1 Amenities 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 Amenities Amenity.

Building Unlocked with Bonuses
Palace Palace N/A +1 Amenities Amenity

GS-Only +2 Amenities Amenities

Arena Arena Games and Recreation +2 Amenities Amenities
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 +1 Amenities Amenity to each City Center within 6 tiles (boosted by Sports Media Policy Card)

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

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

Audience Chamber Audience Chamber R&F-Only Tier 1 Government +2 Amenities Amenities in cities with established Governors.
Shopping Mall Shopping Mall R&F-Only Capitalism +1 Amenities Amenity

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

Wonders[]

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 +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 Combustion +3 Amenities Amenities from entertainment
Great Bath Great Bath GS-Only 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 Archery +1 Amenities 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[]

Another frequent source of positive Amenities 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 District Districts.

Name of policy Effect Notes
Military Policy Retainers +1 Amenities Amenity in cities with a garrisoned unit. Obsolete with Mass Media.
Economic Policy Civil Prestige +1 Amenities Amenity and +2 Housing Housing in cities with established Governors with 2+ promotions.
Economic Policy Liberalism +1 Amenities Amenity in cities with 2+ specialty districts. Obsolete with Suffrage.
Economic Policy New Deal +2 Amenities Amenities, +4 Housing Housing, -8 Gold Gold in all cities with 3+ specialty districts.

GS-Only +2 Amenities Amenities and +4 Housing Housing in all cities with 3+ specialty districts.

In Gathering Storm, can only be adopted with Democracy active.
Economic Policy Sports Media +100% Theater Square adjacency bonuses, and Stadiums generate +1 Amenities Amenity.

Great People[]

Although there isn't a specific type of Great Person Great Person dedicated to providing Amenities Amenities, some specific Great Person Great People can be retired to permanently increase Amenities Amenities in a city, while others create unique Luxury Resources instead.

Civilization and leader abilities[]

There are many civilizations and leaders which provide their citizens with additional Amenities Amenities:

Religion[]

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[]

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[]

Rise and Fall and Gathering Storm introduce improvements that generate Amenities Amenities:

Improvement Unlocked with Restrictions Bonuses
Cahokia Mounds Cahokia Mounds GS-Only 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 Liang's Parks and Recreation title. Cannot be built next to another City Park +1 Amenities Amenity if adjacent to a River, Lake, or Coast
Golf Course Golf Course R&F-Only Reformed Church (while playing as Scotland) One per city, cannot be built on Desert tiles +1 Amenities Amenity

(GS-Only +2 Amenities Amenities)

Ice Hockey Rink 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 Amenities Amenity
Ski Resort Ski Resort GS-Only 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 Added in the Rise and Fall expansion pack.

GS-Only Added in the Gathering Storm expansion pack.

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 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 Gold flow, your citizens will become discontented. This again manifests as a certain amount of negative Amenities Amenities - specifically, 1 per each 10 Gold Gold negative flow you have.

Civics[]

Name of policy Effect Notes
Diplomatic Policy Police State -2 Spy operation level in your lands. -1 Amenities Amenity in all cities. Removed in Gathering Storm.
Diplomatic Policy Music Censorship Other civs' Rock Bands cannot enter your territory. -1 Amenities Amenity in all cities. Exclusive to Gathering Storm.
Dark Age Policy Robber Barons +50% Gold Gold in cities with a Stock Exchange. +25% Production Production in cities with a Factory.

BUT: -2 Amenities Amenities in all cities.

Dark Age exclusive, from the Industrial Era to the Atomic Era.
Dark Age Policy Automated Workforce +20% Production Production towards city projects.

BUT: -1 Amenities Amenity and -5 Loyalty in all cities.

Dark Age exclusive, from the Information Era to the Future Era.

Related achievements[]

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 PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.
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