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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 Housing6 Housing does not replace Civ6Food Food! If you do not have enough incoming Civ6Food Food, no amount of spare Housing6 Housing will help your city grow.

MechanicsEdit

Housing acts by putting an additional constraint on Citizen6 Population growth beyond food supply (as per the table above). In practice, this means that a city will need Housing to grow larger, even if it has more than enough Civ6Food Food.

Initially the amount of Housing6 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 Housing6 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 Housing6 Housing.

Note that Housing6 Housing is a fluid trait, especially when provided by "soft" sources such as Policy Cards. However, losing Housing6 Housing (that is, the sudden drop in the Housing6 Housing limit, for example because you stopped using a certain Policy) will not cause loss of Citizen6 Population. Instead it will merely slow down Citizen6 Population growth, or stop it altogether. In that manner Housing6 Housing is very different from Civ6Food Food: when you are losing Civ6Food Food in the city you will also eventually start losing Citizen6 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 Housing6 Housing for the city.

SourcesEdit

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 districtsEdit

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 District (Civ6) Districts sometimes add Housing6 Housing, such as the Barracks in the Encampment, 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 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.

ImprovementsEdit

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:

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:

PoliciesEdit

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

WondersEdit

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

OthersEdit

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 StormNew Frontier Pass

Lists
AgendasBeliefsBuildings (Unique Buildings) • City-statesCivicsCivilizationsCompetitions GS-OnlyDistrictsImprovementLeadersPantheonsPolicy CardsProjectsPromotionsResourcesTechnologiesTerrainUnit (Unique Units) • Wonders (Natural Wonders)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFuture GS-Only

Concepts
AgendaAge R&F-Only (Historic Moment R&F-OnlyTimeline R&F-Only) • BarbariansBoostsBuildingCity (AmenitiesCapitalGovernor R&F-OnlyHousingLoyalty R&F-OnlyPopulation) • City-stateCivicClimate GS-Only (Disaster GS-Only) • CombatCompetition GS-OnlyDiplomacy (Emergency R&F-OnlyEspionageGossipGrievances GS-Only WarmongeringWorld Congress GS-Only) • DistrictGovernmentGreat PeopleGreat WorkMap (AppealBordersContinentTile) • MovementProjectPromotionReligion (Pantheon) • ResourceSightTechnologyTrade RouteVictoryWonder (Natural Wonder)

Statistics
Civ6Culture CultureDiplomatic Favor (Civ6) Diplomatic Favor GS-OnlyCiv6Faith FaithCiv6Food FoodCiv6Gold GoldPower (Civ6) Power GS-OnlyCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCGame ModeModdingPersona PacksScenariosSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

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

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