Population growth (the increase of the number of Citizens) is tracked on a per-city basis, and is one of the most fluid elements in the game. It is affected by a number of game systems, but there are three main determining factors: Food, Housing, and Amenities.
- Main article: Food (Civ6)
Availability of Food determines if, and how fast a city's population can grow. Each Citizen living in a city consumes 2 Food per turn, which is compared to the city's total Food production. Any excess Food is added to the city's "food basket", modified by the various growth factors; when the basket is full, the city's population increases by 1. Conversely, the food basket shrinks each turn that the city does not produce enough Food for all its Citizens, and the city's population decreases by 1 when the basket is empty.
There is a theoretical situation in which city growth may itself become the reason for losing a Citizen! This may happen if the city's Food surplus is not more than 1 and there are no more tiles to work around the city which provide at least 1 Food. In this case, when the city grows, the new citizen will start 'eating' an additional 2 Food, thus bringing the food balance into negative territory! Of course, this situation will be remedied automatically the next turn, when the food basket, being empty, will cause the 'death' of this extra citizen. That is why you should always pay attention to Food alerts appearing among the others.
- Main article: Housing (Civ6)
- If the Housing in a city exceeds its Population by 2 or more, its population growth rate is standard.
- If the Housing in a city exceeds its Population by 1, its population growth rate decreases by 50%.
- If the Population of a city is equal to its Housing or exceeds it by 1-4, its population growth rate decreases by 75%.
- If the Population of a city exceeds its Housing by 5 or more, its population growth stops.
- Main article: Amenities (Civ6)
Amenities represent luxuries and entertainment available in a city and influence the rate at which its population grows. A city needs no Amenities for its first 3 Citizens; every 2 Citizens beyond that increase the required number of Amenities by one.
- If a city has at least 3 more Amenities than required, its population growth rate increases by 20%.
- If a city has 1-2 Amenities more than required, its population growth rate increases by 10%.
- If a city has the exact number of Amenities required, its population growth rate is standard.
- If a city has 1-2 Amenities less than required, its population growth rate decreases by 15%.
- If a city has at least 3 fewer Amenities than required, its population growth rate decreases by 30%.
There are two more states which are, however, very rare to observe. During them, growth rate is reduced by 100% (that is, there's no growth at all), and you will have much more serious problems than simple population growth.
- -25% if Loyalty is 51-75.
- -75% if Loyalty is 26-50.
- -100% (no growth) if Loyalty is 0-25.
Citizens, the products of population growth, are producers as well as consumers. Each Citizen in a city produces 0.5 Science (as of the February 7, 2018 Update) and 0.3 Culture per turn and can work one tile within the city's borders, adding its yields to the city. Citizens can also work as Specialists, filling slots in buildings in specialty districts and providing the city with additional Culture, Science, Faith, Gold, and/or Production based on their role. In practice, this means that any given city's productivity mainly depends on the number of its Citizens: the more Citizens, the more land and Specialist slots in the city may be worked, and the more yields added. There is only one drawback to large cities: they require many more Amenities to remain happy. However, any good governor should be able to easily provide at least the minimum number of Amenities to keep his cities normally productive, albeit without bonuses.
As detailed above, the best way to keep a city's population growing is to make sure it has enough Housing and Amenities to keep pace with its Food supply. If one wants to create a city with the largest possible population, building Neighborhoods on tiles with high Appeal, placing Entertainment Complexes in surrounding cities so that the central city benefits from their Amenities bonus, and using domestic Trade Routes to provide the city with Food will eventually allow it to grow into a sprawling megalopolis. With the proper layout, it's possible to create a city with a population of well over 100.
- ↑ http://kotaku.com/civilization-vi-city-has-over-two-billion-people-1788974765
- ↑ https://www.reddit.com/r/civ/comments/5cw04v/200_population_supercity_30_neighborhoods_20/d9zrtpv/
|Civilization VI |
|Rise and Fall • Gathering Storm|