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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%

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

Mechanics[]

Housing acts by putting an additional constraint on Citizen 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 Food Food.

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 (that is, the sudden drop in the Housing Housing limit, for example because you stopped using a certain Policy) will not cause 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, 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.

Sources[]

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 District 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 tiles appeal (ranging from +2 Housing in disgusting appeal to +6 Housing in breathtaking appeal).

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

The Preserve also provides up to Housing +3 Housing (+1 base, +2 charming appeal, +3 breathtaking appeal) but unlike the Aqueduct, Dam and Neighborhood it is a specialty district.

The best possible location for a city Housing wise would be coastal, next to fresh water, with the possibility to build a harbor with a lighthouse, an aqueduct, and a dam (needs floodplains). This would amount to 12 Housing housing (5 fresh water, +2 lighthouse, +2 aqueduct, +3 dam).

Improvements[]

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, forests, rain forests), housing improvements that provide +0.5 Housing are simply additive (1 farm, 1 pasture, 1 plantation, 1 fishery will provide a total of +2 Housing housing).

Using governor Liang's Aquaculture promotion one can also improve coastal tiles with Fisheries (same +0.5 Housing bonus as the Fishing Boats).

In Gathering Storm the futuristic Seastead offers a major late-game means of additional +2 Housing Housing each by constructing floating homes in any water tile (except reef).

There are some civilizations whose unique tile improvements provide extra Housing Housing beside 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:

Policies[]

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

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

Wonders[]

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

Others[]

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]
Rise and FallGathering StormNew Frontier Pass

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