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Housing6 Housing is a new concept in Civilization VI, which adds a slowing factor and eventually a limit on Citizen6 Population growth in each city. It is meant to emulate habitation and sanitation factors in cities, and the limits overcrowding imposes on growth. Housing6 Housing acts alongside the traditional Civ6Food Food growth factor in the following way:

Housing6 Housing minus Citizen6 Population Growth rate from Civ6Food Food
2 or more 100%
1 50%
0 to -4 25%
-5 or less 0%

Note that Housing does not replace Civ6Food Food! If you do not have enough incoming Civ6Food Food, no amount of spare Housing will help your city grow.

Mechanics Edit

Housing acts by putting an additional constraint on Population growth beyond food supply (as per the table above). In practice, this means that a city will need Housing to grow larger, even though it has more than enough Civ6Food Food!

Initially the amount of Housing available is strongly dependent on fresh water access (quite correct historically). That's why Water supply plays such a prominent role in the Settler lens - look for the dark green tiles to settle in the best possible locations.

When the city develops, however, its Housing becomes mostly dependent on the existence of tile improvements, buildings and districts (that is, facilities inside the city which have no relation to nearby terrain). Still later, Civics and Governments will also add Housing.

Note that Housing is a fluid trait, especially when provided by non-hard sources, such as Civic Policy Cards. However, losing Housing (that is, the sudden drop in the Housing limit, for example because you stopped using a certain Policy) will not cause loss of Citizen6 Population! It will instead merely slow down (or stop altogether) Population growth. In that manner Housing is very different from Civ6Food Food - when you are losing food in the city you will also eventually start losing Population.

For details on how to get more housing, see the section below. Also note that the 'Housing' section of the City Details screen shows a detailed breakdown of all sources currently providing Housing for the city.

Sources Edit

The most basic Housing6 Housing conditions are related to a water source, and this depends on where your city (that is, the City Center) is placed. Fresh water (River, Lake, Oasis) provides 5 Housing6 Housing. Coast provides 3 Housing6 Housing if you don't have fresh water. Every other placement gives only 2 Housing6 Housing, meaning that your Citizen6 Population growth will be slowed since the very beginning.

Buildings and Districts Edit

Many buildings grant Housing6 Housing. After researching Pottery, every city is able to build a Granary, which adds 2 Housing6 Housing, and later they can build Sewers, which also adds 2 Housing6 Housing. Buildings in other districts sometimes add Housing6 Housing, such as the Barracks in the Encampment district, the University in the Campus, and the Lighthouse in the Harbor. With religious beliefs such as Religious Community and Pagoda, certain buildings that can be built in the Holy Site add Housing6 Housing. The Palace building in your Capital6 Capital city also adds 1 Housing6 Housing.

Aqueducts are the earliest engineering means of increasing Housing6 Housing by providing additional access to water. They will add 2 Housing6 Housing for cities that already have fresh water, otherwise they will set the water Housing6 Housing value to 6.

The Neighborhood district is exclusively dedicated to providing Housing6 Housing through additional habitation space.

Finally, in Gathering Storm the Dam also provides Housing6 Housing by improving the sanitation from nearby rivers.

Improvements Edit

Each Farm, Pasture, Plantation, or Camp supports a small amount of Citizen6 Population — 1 Housing6 Housing for every 2 such improvements. Supporting rural Citizen6 Population in this fashion will allow for slightly larger Citizen6 Populations prior to the Industrial Era, when the Neighborhood district becomes available.

In Gathering Storm the futuristic Seastead offers a major late-game means of additional Housing6 Housing by constructing floating homes in any water tile.

There are some civilizations whose unique tile improvements provide extra Housing6 Housing beside standard improvements. Below is the list of unique tile improvements that provide Housing6 Housing:

  • Golf Course (Civ6) Golf course: 1 Housing6 Housing with Globalization
  • Kampung (Civ6) Kampung: 1 Housing6 Housing, 1 additional Housing6 Housing with Mass Production
  • Mekewap (Civ6) Mekewap R&F-Only: 1 Housing6 Housing, 1 additional Housing6 Housing with Civil Service
  • Outback Station (Civ6)Outback Station: 0.5 Housing6 Housing
  • Polder (Civ6) Polder R&F-Only: 0.5 Housing6 Housing
  • Stepwell (Civ6) Stepwell: 1 Housing6 Housing, 1 additional Housing6 Housing with Sanitation
  • Terrace Farm (Civ6) Terrace Farm GS-Only: 0.5 Housing6 Housing

Also, there are certain City-state specific improvements that players can build once Suzerain of that City-state. Below is the list of City-state specific improvements that provide Housing6 Housing:

  • Cahokia Mounds (Civ6) Cahokia Mounds GS-Only: 1 Housing6 Housing, 1 additional Housing6 Housing with Cultural Heritage
  • Monastery (Civ6) Monastery: 1 Housing6 Housing, 1 additional Housing6 Housing with Colonialism (Only provides Housing6 Housing in GS-Only)

Policies Edit

Another major source of Housing6 Housing is Policy Cards. The following Policy Cards, when activated, will increase Housing6 Housing by:

Policy Card Function First available
Insulae 1 Housing6 Housing in cities with 2 or more districts Classical Era
Civil Prestige R&F-Only Established Governors with at least 2 Promotions provide +1 Amenities6 Amenity and +2 Housing6 Housing. Medieval Era
Medina Quarter 2 Housing6 Housing in cities with 3 or more districts Medieval Era
New Deal 4 Housing6 Housing, 2 Amenities6 Amenities, -8 Civ6Gold Gold in cities with 3 or more districts

GS-Only 4 Housing6 Housing and 2 Amenities6 Amenities in cities with 3 or more districts

Modern Era
Collectivism R&F-Only Farms +1 Civ6Food Food. All cities +2 Housing6 Housing. +100% Industrial Zone adjacency bonuses.

BUT: GreatPerson6 Great People Points earned 50% slower.

Modern Era

Wonders Edit

Some wonders also supply bonuses in Housing6 Housing. Below is the list of Wonders that provide Housing6 Housing:

  • Angkor Wat (Civ6) Angkor Wat: 1 Housing6 Housing in all cities.
  • Great Bath (Civ6) Great Bath GS-Only: 3 Housing6 Housing.
  • Hanging Gardens (Civ6) Hanging Gardens: 2 Housing6 Housing.
  • Temple of Artemis (Civ6) Temple of Artemis R&F-Only: 3 Housing6 Housing.

Others Edit

There are also other sources of Housing6 Housing, which are generally non-permanent. They are related to specific forms of Government, or to its agents - the Governors, or the Suzerainty of Mohenjo Daro. Since these may be changed or relocated at any time, you should aim to utilize them strategically in periods of the game for general growth, or in specific cities to allow a temporary growth spurt.

Civilization VI [edit]
Rise and FallGathering Storm

Lists
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Eras
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Concepts
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Statistics
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R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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