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{{Civ6Nav}}{{BackArrow|City (Civ6)|Back to City}}
 
{{Civ6Nav}}{{BackArrow|City (Civ6)|Back to City}}
   
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== Amenities Mechanics ==
 
== Amenities Mechanics ==
 
[[File:Lack_of_Amenities_causes_rebellion_(Civ6).jpg|thumb|Lack of Amenities has spawned hostile units]]
 
[[File:Lack_of_Amenities_causes_rebellion_(Civ6).jpg|thumb|Lack of Amenities has spawned hostile units]]
Each [[City (Civ6)|city]] in your empire enjoys a certain number of {{AmenitiesIcon6}} Amenities which affect its {{Citizen6}} Citizens. 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, which affect its {{Citizen6}} Citizens. 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 sum of 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.
   
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.
+
Each individual city requires certain number of {{AmenitiesIcon6}} Amenities, 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.
   
  +
The balance between {{Amenities6}} Amenities required and Amenities available determines the current level of satisfaction for this city, as follows (by descending order):
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:
 
   
* '''Ecstatic:''' If a city has at least 3 more {{AmenitiesIcon6}} 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%.
+
* '''Ecstatic:''' If a city has at least 3 more {{AmenitiesIcon6}} 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 {{AmenitiesIcon6}} 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%.
+
* '''Happy:''' If a city has 1-2 {{AmenitiesIcon6}} 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%.
* '''Displeased:''' If a city has 1-2 {{AmenitiesIcon6}} Amenities less than required, some people start to grumble. All non-food yields by the city decrease by -5%, and its Population growth decreases by -15%.
+
* '''Content:''' If a city has the exact number of {{AmenitiesIcon6}} Amenities it requires, its Citizens' feelings are neutral, neither unhappy, nor particularly happy. There are no bonuses or penalties applied.
* '''Unhappy''': If a city has 3-4 {{Amenities6}} 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%, growth is slowed by -30%.
+
* '''Displeased:''' If a city has 1-2 {{AmenitiesIcon6}} 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%.
* '''Unrest:''' If a city has 5-6 fewer {{AmenitiesIcon6}} Amenities 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 of that, [[Barbarian (Civ6)|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.
+
* '''Unhappy''': If a city has 3-4 {{Amenities6}} 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%.
* '''Revolt''': If a city has 7 or fewer {{AmenitiesIcon6}} Amenities than required, the city is in open revolt! Not only has growth already stopped completely (who has time for anything else than fighting the system?), but also all non-food yields are decreased by a whopping -60%. [[Barbarian (Civ6)|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 than defending the nation, much less conquering other nations.
+
* '''Unrest:''' If a city has 5-6 {{AmenitiesIcon6}} 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, [[Barbarian (Civ6)|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 {{AmenitiesIcon6}} 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%. [[Barbarian (Civ6)|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.
   
 
== Positive Sources of Amenities ==
 
== Positive Sources of Amenities ==
These will ''increase'' the current number of {{AmenitiesIcon6}} Amenities inside of your cities:
+
These will ''increase'' the current number of {{AmenitiesIcon6}} Amenities in a city:
   
 
=== Luxury Resources ===
 
=== Luxury Resources ===
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=== Entertainment ===
 
=== Entertainment ===
The second most widespread source of {{AmenitiesIcon6}} Amenities is Entertainment, made possible by the [[Entertainment Complex (Civ6)|Entertainment Complex]] (and the [[Water Park (Civ6)|Water Park]] in ''[[Civilization VI: Rise and Fall|Rise and Fall]]'') and its buildings. Note that for basic buildings the effect is merely local (i.e., will supply {{Amenities6}} Amenities only to its parent city), while the more advanced buildings will spread their effect to all cities whose [[City Center (Civ6)|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 (Civ6)|Industrial Zone]] buildings, so you can use the same logic here.
+
One of the more important sources of {{AmenitiesIcon6}} Amenities is Entertainment, made possible by the [[Entertainment Complex (Civ6)|Entertainment Complex]] (and the [[Water Park (Civ6)|Water Park]] as of ''[[Civilization VI: Rise and Fall|Rise and Fall]]'') and its buildings. Note that for basic buildings, the effect is merely local (i.e., will supply {{Amenities6}} Amenities only to its parent city), while the more advanced buildings will spread their effect to all cities whose [[City Center (Civ6)|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 (Civ6)|Industrial Zone]] buildings, so you can use the same logic here.
   
 
The Entertainment Complex provides an initial +1 {{AmenitiesIcon6}} Amenity, while its buildings, the [[Arena (Civ6)|Arena]], [[Zoo (Civ6)|Zoo]], and [[Stadium (Civ6)|Stadium]] (and the Water Park's [[Ferris Wheel (Civ6)|Ferris Wheel]], [[Aquarium (Civ6)|Aquarium]], and [[Aquatics Center (Civ6)|Aquatics Center]]), provide +1, +1, and +2 {{AmenitiesIcon6}} Amenities respectively.
 
The Entertainment Complex provides an initial +1 {{AmenitiesIcon6}} Amenity, while its buildings, the [[Arena (Civ6)|Arena]], [[Zoo (Civ6)|Zoo]], and [[Stadium (Civ6)|Stadium]] (and the Water Park's [[Ferris Wheel (Civ6)|Ferris Wheel]], [[Aquarium (Civ6)|Aquarium]], and [[Aquatics Center (Civ6)|Aquatics Center]]), provide +1, +1, and +2 {{AmenitiesIcon6}} Amenities respectively.
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| {{Link6|Professional Sports}}
 
| {{Link6|Professional Sports}}
 
| +2 {{AmenitiesIcon6}} Amenities to all cities in your civilization
 
| +2 {{AmenitiesIcon6}} Amenities to all cities in your civilization
  +
|-
  +
|{{PageIcon6|Golden Gate Bridge}} {{GS}}
  +
|[[Combustion (Civ6)|Combustion]]
  +
|<nowiki>+3 </nowiki>{{AmenitiesIcon6}} Amenities from entertainment
  +
|-
  +
|{{PageIcon6|Great Bath}} {{GS}}
  +
|[[Pottery (Civ6)|Pottery]]
  +
|<nowiki>+1 </nowiki>{{AmenitiesIcon6}} Amenity from entertainment
 
|-
 
|-
 
| {{SurePageIcon6|Huey Teocalli}}
 
| {{SurePageIcon6|Huey Teocalli}}
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|}
 
|}
 
{{RiseandFall}}
 
{{RiseandFall}}
  +
  +
{{GatheringStorm}}
   
 
=== Civics ===
 
=== Civics ===
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=== Great People ===
 
=== 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 {{Amenities6}} Amenities in a city, when Retired in it.
+
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 {{Amenities6}} Amenities in a city, when Retired in it.
   
 
=== Religion ===
 
=== Religion ===
There are many Religious Beliefs which provide {{Amenities6}} 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''.
+
There are many Religious Beliefs which provide {{Amenities6}} 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 ===
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=== Improvements ===
 
=== Improvements ===
''Rise and Fall'' and further extensions have introduced improvements placed by [[Builder (Civ6)|builders]] that generate {{Amenities6}} Amenities.
+
''Rise and Fall'' and ''Gathering Storm ''have introduced improvements that generate {{Amenities6}} Amenities:
   
 
{| class="article-table"
 
{| class="article-table"
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! Bonuses
 
! Bonuses
 
|-
 
|-
  +
|{{PageIcon6|Cahokia Mounds}} {{GS}}
| {{SurePageIcon6|City Park}}
 
  +
|[[Suzerain (Civ6)|Suzerain]]
  +
|
  +
|<nowiki>+1 </nowiki>{{AmenitiesIcon6}} Amenity from the first Cahokia Mounds in the city.<br />
  +
+1 {{AmenitiesIcon6}} Amenity from the second Cahokia Mounds in the city (with [[Natural History (Civ6)|Natural History]])
  +
|-
 
| {{SurePageIcon6|City Park}} {{R&F}}
 
| [[Liang (Surveyor) (Civ6)|Liang's]] {{link6|Parks and Recreation}} promotion.
 
| [[Liang (Surveyor) (Civ6)|Liang's]] {{link6|Parks and Recreation}} promotion.
| Not adjacent to another City Park
+
| Cannot be build next to another City Park
 
| +1 {{AmenitiesIcon6}} Amenity if adjacent to water
 
| +1 {{AmenitiesIcon6}} Amenity if adjacent to water
 
|-
 
|-
| {{SurePageIcon6|Golf Course}}
+
| {{SurePageIcon6|Golf Course}} {{R&F}}
 
| {{link6|Reformed Church}} (while playing as {{Link6|Scotland}})
 
| {{link6|Reformed Church}} (while playing as {{Link6|Scotland}})
| One per city, not on {{link6|desert}} tiles
+
| One per city, cannot be built on {{link6|desert}} tiles
 
| +1 {{AmenitiesIcon6}} Amenity
 
| +1 {{AmenitiesIcon6}} Amenity
 
|-
 
|-
| {{link6|Ice Hockey Rink}}
+
| {{PageIcon6|Ice Hockey Rink}} {{GS}}
| [[Colonialism (Civ6)|Colonialism]] (While playing as {{Link6|Canada}})
+
| [[Colonialism (Civ6)|Colonialism]] (while playing as {{Link6|Canada}})
| One per city, on {{link6|tundra}} or {{link6|snow}} (or their respective hills)
+
| One per city, must be built on {{link6|tundra}} or {{link6|snow}} (or their respective hills)
 
| +1 {{AmenitiesIcon6}} Amenity
 
| +1 {{AmenitiesIcon6}} Amenity
  +
|-
  +
|{{PageIcon6|Ski Resort}} {{GS}}
  +
|[[Professional Sports (Civ6)|Professional Sports]]
  +
|Must be built on [[Mountains (Civ6)|mountains]], and cannot be removed.
  +
Cannot be built next to another Ski Resort.
  +
|<nowiki>+1 </nowiki>{{AmenitiesIcon6}} Amenity
 
|}
 
|}
  +
{{RiseandFall}}
  +
  +
{{GatheringStorm}}
   
 
== Negative Sources of Amenities ==
 
== Negative Sources of Amenities ==
These ''decrease'' the current Amenity Balance in your cities:
+
These will ''decrease'' the current number of {{Amenities6}} Amenities in a city:
   
 
=== War weariness ===
 
=== War weariness ===
When your nation has been at war for too long, your citizens become tired of [[Warmongering (Civ6)|warmongering]] (just like other nations' leaders). This is manifested as certain amount of negative {{Amenities6}} Amenities, which appear in cities closest to the battlefront(s). The amount will increase the longer you remain at war (verification needed).
+
When your nation has been at war for too long, your citizens become tired of [[Warmongering (Civ6)|warmongering]] (just like other nations' leaders). This is manifested as certain amount of negative {{Amenities6}} Amenities, which appear in cities closest to the battlefront(s). The amount will increase the longer you remain at war (verification needed).
   
 
=== Bankruptcy ===
 
=== Bankruptcy ===
Whenever your treasury reaches 0, and you have a negative {{Gold6}} flow, your citizens will become discontented. This is again manifested by certain amount of negative {{Amenities6}} Amenities, namely, -1 per each 10 {{Gold6}} negative flow you have.
+
Whenever your treasury reaches 0, and you have a negative {{Gold6}} flow, your citizens will become discontented. This is again manifested by certain amount of negative {{Amenities6}} Amenities, namely, -1 per each 10 {{Gold6}} negative flow you have.
   
 
==Related achievements==
 
==Related achievements==
 
{{Data|Civ6|GetSteamAchievement|Everything is Awesome!!!}}
 
{{Data|Civ6|GetSteamAchievement|Everything is Awesome!!!}}
 
 
{{Civ6}}
 
{{Civ6}}
 
[[Category:Game concepts (Civ6)]]
 
[[Category:Game concepts (Civ6)]]

Revision as of 00:36, 6 July 2019

BackArrowGreen Back to Civilization VI
BackArrowGreen Back to City

Amenities Amenities is a mechanic in Civilization VI that represents the contentment of a city's population, similar to the 20xHappiness5 Happiness 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

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 balance between Amenities 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 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.

Positive Sources of Amenities

These will increase the current number of Amenities Amenities in a city:

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 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 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 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 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 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).

Wonders

Some Wonders also supply Amenities Amenities.

Wonder Unlocked with Bonuses
Alhambra Alhambra Castles +2 Amenities Amenities
Colosseum Colosseum Games and Recreation +1 Amenities Amenity; +1 Amenities Amenity 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 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 Amenities in a city, when Retired in it.

Religion

There are many Religious Beliefs which provide Amenities 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 Amenities. When established by Naturalists, they will provide +2 Amenities Amenities Amenities to the city on which territory they are, and +1 Amenities Amenities Amenity to the three closest cities besides this one.

Improvements

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

Improvement Unlocked with Restrictions Bonuses
Cahokia Mounds Cahokia Mounds GS-Only Suzerain +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 promotion. Cannot be build next to another City Park +1 Amenities Amenity if adjacent to water
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
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

These will decrease the current number of Amenities Amenities Amenities in a city:

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

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.