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

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


As shown in the table above, Housing Housing acts as an additional constraint on Citizen Population growth beyond Food Food supply. In practice, this means that a city will need Housing Housing to grow larger, even if it has more than enough Food Food. Conversely, if a city has too little Food Food, no amount of spare Housing Housing will help it grow.

Initially the amount of Housing 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 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 Housing.

Note that Housing Housing is a fluid trait, especially when provided by "soft" sources such as policy cards. However, losing Housing Housing (e.g., because you stopped using a certain policy) will not cause a loss of Citizen Population. Instead it will merely slow down Citizen Population growth, or stop it altogether. In that manner, Housing Housing is very different from Food Food: when you are losing Food Food in the city you will also eventually start losing Citizen Population.

For details on how to get more Housing 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 Housing for the city.


The most basic Housing 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 Housing Housing. Coast provides 3 Housing Housing if you don't have fresh water. Every other placement gives only 2 Housing Housing, meaning that your Citizen Population growth will be slowed from the very beginning.

Buildings and districts[]

Many buildings grant Housing Housing. After researching Pottery, every city is able to build a Granary, which adds 2 Housing Housing, and later they can build Sewers, which also adds 2 Housing Housing. Buildings in other District Districts sometimes add Housing Housing, such as the Barracks in the Encampment, the University in the Campus, and the Lighthouse in the Harbor. The religious beliefs such as Feed the World and the Pagoda or Gurdwara buildings that can be built in the Holy Site add Housing Housing. The Palace in your Capital Capital city also adds 1 Housing Housing.

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

Housing from water
City location Housing
No Water 2 (base)
Coastal Water 3 (+1)
Fresh Water 5 (+3)
No Water + Aqueduct 6 (+4)
Fresh Water + Aqueduct 7 (+3 +2)
Coastal + Lighthouse extra +2

The Neighborhood district is exclusively dedicated to providing Housing Housing through additional habitation space based on the tile's Appeal (with the bonus ranging from +2 for Disgusting Appeal to +6 for Breathtaking Appeal).

In Gathering Storm the Dam also provides +3 Housing Housing by improving the sanitation from nearby rivers.

The Preserve also provides up to +3 Housing Housing (+1 base, +2 for Charming Appeal, +3 for Breathtaking Appeal). Unlike the Aqueduct, Dam, and Neighborhood, however, it is a specialty district.

To maximize Housing Housing, the best possible location for a city is coastal, next to fresh water, with the possibility to build a Harbor with a Lighthouse, an Aqueduct, and a Dam (on Floodplains). This amounts to 12 Housing Housing (+5 from fresh water, +2 from the Lighthouse, +2 from the Aqueduct, +3 from the Dam).


Each Farm, Pasture, Plantation, Camp, or Fishing Boats supports a small amount of Citizen Population, +0.5 Housing Housing for every such improvements within 3 tiles of the City Center. Supporting rural Citizen Population in this fashion will allow for slightly larger Citizen Populations prior to the Industrial Era, when the Neighborhood district becomes available. Note that unlike district adjacency which requires pairs of matching improvements for each minor adjacency bonus (2 Mines/Lumber Mills/Woods/Rainforests), housing improvements that provide +0.5 Housing Housing are simply additive (e.g., a city with 1 Farm, 1 Pasture, 1 Plantation, and 1 Fishery will receive a total of +2 Housing Housing).

If Liang has the Aquaculture title and is established in a city, one can also improve Coast or Lake tiles in it with Fisheries (same +0.5 Housing Housing bonus as the Fishing Boats).

In Gathering Storm, the futuristic Seastead provides +2 Housing Housing and can be constructed in any water tile (except Reefs), providing a late-game means of increasing Housing Housing with floating homes.

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

Civilization and leader abilities[]

Some civilization and leader abilities grant additional Housing Housing:


Another major source of Housing Housing is policy cards. The following policy cards, when activated, will increase Housing Housing:

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

GS-Only.png 4 Housing Housing and 2 Amenities Amenities in cities with 3 or more districts.

Modern Era
Dark Age Policy Collectivism R&F-Only.png Farms +1 Food Food. All cities +2 Housing Housing. +100% Industrial Zone adjacency bonuses.

BUT: Great Person Great People Points earned 50% slower.

Modern Era


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


There are also other sources of Housing 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]
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