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Each [[City (Civ6)|city]] in your empire enjoys a certain number of {{AmenitiesIcon6}} Amenities. These can be positive (increasing the population's happiness) or negative (decreasing it); however, the presence of negative {{AmenitiesIcon6}} Amenities is quite rare, as shown below—a much more common situation is that your cities simply do not have enough {{AmenitiesIcon6}} Amenities to meet their quota. Regardless, the balance between positive and negative {{AmenitiesIcon6}} Amenities gives the current {{AmenitiesIcon6}} Amenities level of each city, which is then compared to the current level needed to keep its citizens happy. |
Each [[City (Civ6)|city]] in your empire enjoys a certain number of {{AmenitiesIcon6}} Amenities. These can be positive (increasing the population's happiness) or negative (decreasing it); however, the presence of negative {{AmenitiesIcon6}} Amenities is quite rare, as shown below—a much more common situation is that your cities simply do not have enough {{AmenitiesIcon6}} Amenities to meet their quota. Regardless, the balance between positive and negative {{AmenitiesIcon6}} Amenities gives the current {{AmenitiesIcon6}} Amenities level of each city, which is then compared to the current level needed to keep its citizens happy. |
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− | Every city requires a minimum number of {{AmenitiesIcon6}} Amenities to be content. This number is determined by the city's {{Citizen6}} [[Population]]. The first 2 {{Citizen6}} Citizens of any given city do not require any {{AmenitiesIcon6}} Amenities |
+ | Every city requires a minimum number of {{AmenitiesIcon6}} Amenities to be content. This number is determined by the city's {{Citizen6}} [[Population]]. The first 2 {{Citizen6}} Citizens of any given city do not require any {{AmenitiesIcon6}} Amenities. The third {{Citizen6}} Citizen will require 1 {{AmenitiesIcon6}} Amenity, and beyond this point every additional 2 {{Citizen6}} Citizens increase the number of {{AmenitiesIcon6}} 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 {{AmenitiesIcon6}} Amenities to be Content, while a city with a {{Citizen6}} Population of 11 or 12 will require 5. |
If a city has the exact number of {{AmenitiesIcon6}} Amenities it requires, its Citizens are '''Content''', and there are no bonuses or penalties conferred with this level of contentment. Otherwise, the effects are as follows: |
If a city has the exact number of {{AmenitiesIcon6}} Amenities it requires, its Citizens are '''Content''', and there are no bonuses or penalties conferred with this level of contentment. Otherwise, the effects are as follows: |
Revision as of 17:38, 11 March 2018
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Amenities is a mechanic in Civilization VI that represents the contentment of an empire's population, similar to the Happiness Happiness mechanic in Civilization V. However, unlike in Civilization V, Amenities are determined on a per-city basis, rather than globally (similar to Civilization IV).
Amenities Mechanics
Each city in your empire enjoys a certain number of Amenities. 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 balance between 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.
Every city requires a minimum number of Amenities to be content. This number is 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.
If a city has the exact number of Amenities it requires, its Citizens are Content, and there are no bonuses or penalties conferred with this level of contentment. Otherwise, the effects are as follows:
- Ecstatic: If a city has at least 3 more Amenities than required, the city is Ecstatic. 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, the city is Happy. All non-food yields increase by 5%, while Population growth increases by +10%.
- Displeased: If a city has 1-2 Amenities less than required, the city is Displeased. All non-food yields by the city decrease by -5%, and its Population growth decreases by -10%.
- Unrest: If a city has at least 3 fewer Amenities than required, the city is facing Unrest. Apart from further penalties to Population growth and non-food yields, Rebel units will begin to appear inside of the city's territory. Similar to Civilization V: Brave New World, these units will pillage and attack your city.
Positive Sources of Amenities
These will increase the current number of Amenities inside of your cities:
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 unique Luxuries your civilization does not have access to.
Luxury Resource | Amenities | Source |
---|---|---|
Cinnamon | 6 | City-State |
Citrus | 4 | Plantation |
Cloves | 6 | City-State |
Cocoa | 4 | Plantation |
Coffee | 4 | Plantation |
Cosmetics | 4 | Great Person |
Cotton | 4 | Plantation |
Diamonds | 4 | Mine |
Dyes | 4 | Plantation |
Furs | 4 | Camp |
Gypsum | 4 | Quarry |
Incense | 4 | Plantation |
Ivory | 4 | Camp |
Jade | 4 | Mine |
Jeans | 4 | Great Person |
Marble | 4 | Quarry |
Mercury | 4 | Mine |
Pearls | 4 | Fishing |
Perfume | 6 | Great Person |
Salt | 4 | Mine |
Silk | 4 | Plantation |
Silver | 4 | Mine |
Spices | 4 | Plantation |
Sugar | 4 | Plantation |
Tea | 4 | Plantation |
Tobacco | 4 | Plantation |
Toys | 4 | Great Person |
Truffles | 4 | Camp |
Whales | 4 | Fishing |
Wine | 4 | Plantation |
Entertainment
The second most widespread source of Amenities is Entertainment, personified chiefly by the Entertainment Complex district 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 Center is located up to 6 tiles from the buildings' Entertainment Complex. The mechanics are similar to the regional effects of Industrial Zone advanced buildings, so you can use the same logic here.
The Entertainment Complex provides an innate +1 Amenity, while its buildings, the Arena, Zoo, and Stadium, provide +1, +1, and +2 Amenities respectively.
Wonders
Apart from the Entertainment Complex and Luxury resources, some Wonders also supply Amenities:
- Alhambra: +2 Amenities
- Colosseum: +1 Amenity; +1 Amenity to all cities within 6 tiles
- Estádio do Maracanã: +2 Amenities to all cities in your civilization
- Huey Teocalli: +1 Amenity for each adjacent Lake tile
Civics
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
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
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 on which territory they are, and +1 Amenities Amenity to the three closest cities besides this one.
Negative Sources of Amenities
These decrease the current Amenity Balance in your cities:
War weariness
When your nation has been at war for too long, your citizens become tired of warmongering (just like other nations' leaders). This is manifested as certain amount of negative Amenities Amenities, which appear in cities closest to the battlefront(s). The amount will increase the longer you remain at war (verification needed).
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 Amenities, namely, -1 per each 10 Gold negative flow you have.
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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Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |