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Population is a measure of the number of Citizen6 Citizens living in a city in Civilization VI. The icon for Citizen6 Citizens is sometimes used to represent population.

Growth MechanicsEdit

Population growth (the increase of the number of Citizen6 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: Civ6Food Food, Housing6 Housing, and Amenities6 Amenities.

FoodEdit

Main article: Food (Civ6)

Availability of Civ6Food Food determines if, and how fast a city's population can grow. Each Citizen6 Citizen living in a city consumes 2 Civ6Food Food per turn, which is compared to the city's total Civ6Food Food production. Any excess Civ6Food 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 Civ6Food Food for all its Citizen6 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 Citizen6 Citizen! This may happen if the city's Civ6Food Food surplus is not more than 1 and there are no more tiles to work around the city which provide at least 1 Civ6Food Food. In this case, when the city grows, the new citizen will start 'eating' an additional 2 Civ6Food 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.

HousingEdit

Main article: Housing (Civ6)

Housing6 Housing represents the living space and sanitary conditions available in a city and acts as a soft limit on population growth.

  • If the Housing6 Housing in a city exceeds its Citizen6 Population by 2 or more, its population growth rate is standard.
  • If the Housing6 Housing in a city exceeds its Citizen6 Population by 1, its population growth rate decreases by 50%.
  • If the Citizen6 Population of a city is equal to its Housing6 Housing or exceeds it by 1-4, its population growth rate decreases by 75%.
  • If the Citizen6 Population of a city exceeds its Housing6 Housing by 5 or more, its population growth stops.

AmenitiesEdit

Main article: Amenities (Civ6)

Amenities6 Amenities represent luxuries and entertainment available in a city and influence the rate at which its population grows. A city needs no Amenities6 Amenities for its first 3 Citizen6 Citizens; every 2 Citizen6 Citizens beyond that increase the required number of Amenities6 Amenities by one.

  • If a city has at least 3 more Amenities6 Amenities than required, its population growth rate increases by 20%.
  • If a city has 1-2 Amenities6 Amenities more than required, its population growth rate increases by 10%.
  • If a city has the exact number of Amenities6 Amenities required, its population growth rate is standard.
  • If a city has 1-2 Amenities6 Amenities less than required, its population growth rate decreases by 15%.
  • If a city has at least 3 fewer Amenities6 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.

Other FactorsEdit

In addition to the factors mentioned above, the Hanging Gardens wonder and the Fertility Rites pantheon directly modify population growth rates (by 15% and 10%, respectively).

In Rise and Fall, cities with low Loyalty suffer the following penalties to population growth:

  • -25% if Loyalty is 51-75.
  • -75% if Loyalty is 26-50.
  • -100% (no growth) if Loyalty is 0-25.

CitizensEdit

Citizens, the products of population growth, are producers as well as consumers. Each Citizen6 Citizen in a city produces 0.5 Civ6Science Science (as of the February 7, 2018 Update) and 0.3 Civ6Culture 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 Civ6Culture Culture, Civ6Science Science, Civ6Faith Faith, Civ6Gold Gold, and/or Civ6Production Production based on their role. In practice, this means that any given city's productivity mainly depends on the number of its Citizen6 Citizens: the more Citizen6 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 Amenities6 Amenities to remain happy. However, any good governor should be able to easily provide at least the minimum number of Amenities6 Amenities to keep his cities normally productive, albeit without bonuses.

StrategyEdit

As detailed above, the best way to keep a city's population growing is to make sure it has enough Housing6 Housing and Amenities6 Amenities to keep pace with its Civ6Food 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 Amenities6 Amenities bonus, and using domestic TradeRoute6 Trade Routes to provide the city with Civ6Food 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.[1][2]

ReferencesEdit

  1. http://kotaku.com/civilization-vi-city-has-over-two-billion-people-1788974765
  2. https://www.reddit.com/r/civ/comments/5cw04v/200_population_supercity_30_neighborhoods_20/d9zrtpv/
Civilization VI [edit]
Rise and FallGathering Storm

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