Amenities is a mechanic in Civilization VI that represents the contentment of an empire's population, similar to the Happiness mechanic in Civilization V. However, unlike in Civilization V, Amenities are determined on a per-city basis, rather than globally (similar to Civilization IV).
Amenities Mechanics Edit
Each city in your empire enjoys a certain number of Amenities which affect its Citizens. These can be positive (increasing the population's happiness) or negative (decreasing it); however, the presence of negative Amenities is quite rare, as shown below—a much more common situation is that your cities simply do not have enough Amenities to meet their quota. Regardless, the balance between positive and negative Amenities gives the current Amenities level of each city, which is then compared to the current level needed to keep its citizens happy.
Every city requires a minimum number of Amenities to be content. This number is determined by the city's Population. The first 2 Citizens of any given city do not require any Amenities. The third Citizen will require 1 Amenity, and beyond this point every additional 2 Citizens increase the number of Amenities required for the city to be content by 1. For example, a city with a Population of 5 or 6 will require 2 Amenities to be Content, while a city with a Population of 11 or 12 will require 5.
If a city has the exact number of Amenities it requires, its Citizens are Content, and there are no bonuses or penalties conferred with this level of contentment. Otherwise, the effects are as follows:
- Ecstatic: If a city has at least 3 more Amenities than required, everyone is in a state of constant euphoria, and the birth rates skyrocket :) All of the city's non-food yields increase by +10%, and its Population growth increases by +20%.
- Happy: If a city has 1-2 Amenities more than required, the people do their jobs with gusto and are happy to live and create families here. All non-food yields increase by 5%, while Population growth increases by +10%.
- Displeased: If a city has 1-2 Amenities less than required, some people start to grumble. All non-food yields by the city decrease by -5%, and its Population growth decreases by -10%.
- Unhappy: If a city has 3-4 Amenities less than required, there is widespread discontent in the city and people start having doubts about whether they should work here, much less create families. All non-food yields decrease by -10%, growth is slowed by -30%.
- Unrest: If a city has 5-6 fewer Amenities than required, citizens become really angry with their life and start considering making war, not love! Growth stops completely, and all non-food yields decrease by -30%. Apart of that, Rebel units may begin to appear in the city's territory. Similar to Civilization V: Brave New World, these units will pillage and attack your city.
- Revolt: If a city has 7 or fewer Amenities than required, the city is in open revolt! Not only has growth already stopped completely (who has time for anything else than fighting the system?), but also all non-food yields are decreased by a whopping -60%. Rebel units will appear much more frequently and in greater numbers than ever before, forcing the empire's soldiers to turn their attention to stomping out rebellion than defending the nation, much less conquering other nations.
Positive Sources of Amenities Edit
Luxury Resources Edit
As in all Civilization games, Luxury Resources are one of the main sources of contentment for your people. However, the system has been reworked substantially in Civilization VI, and Luxury Resources no longer affect your entire empire. Each unique Luxury Resource now provides +1 Amenity to up to 4 cities (or 6, in some special cases). Multiple copies of any given Luxury Resource do not affect more cities, so feel free to trade away extra Luxuries for other ones your civilization does not have access to.
|Amber||4||Mine or Fishing Boats|
|Cosmetics||4||Helena Rubinstein (Great Person)|
|Jeans||4||Levi Strauss (Great Person)|
|Perfume||6||Estée Lauder (Great Person)|
|Toys||4||John Spilsbury (Great Person)|
Added in the Rise and Fall expansion pack.
The second most widespread source of Amenities is Entertainment, made possible by the Entertainment Complex (and the Water Park in Rise and Fall) and its buildings. Note that for basic buildings the effect is merely local (i.e., will supply Amenities only to its parent city), while the more advanced buildings will spread their effect to all cities whose City Centers are located up to 6 tiles (9 tiles for Water Park buildings) from the District. The mechanics are similar to the regional effects of advanced Industrial Zone buildings, so you can use the same logic here.
The Entertainment Complex provides an initial +1 Amenity, while its buildings, the Arena, Zoo, and Stadium (and the Water Park's Ferris Wheel, Aquarium, and Aquatics Center), provide +1, +1, and +2 Amenities respectively.
Rise and Fall also introduces the Shopping Mall, which can be built in a Neighborhood and provides +1 Amenity. Note that a Shopping Mall cannot be built in a city that has a Neighborhood with a Food Market, and there is a limit of one Shopping Mall per city (even if it has multiple Neighborhoods).
Some Wonders also supply Amenities.
|Colosseum||Games and Recreation||+1 Amenity; +1 Amenity to all cities within 6 tiles|
|Estádio do Maracanã||Professional Sports||+2 Amenities to all cities in your civilization|
|Huey Teocalli||Military Tactics||+1 Amenity for each adjacent Lake tile|
|Temple of Artemis||Archery||+1 Amenity for each Camp, Pasture, and Plantation within 4 tiles|
Added in the Rise and Fall expansion pack.
Another frequent source of positive Amenities are Social Policies (more precisely, the relevant Policy Cards activated in your current Government Agenda). Most of these act only for bigger cities — that is, those which have more than a certain number of Districts.
Great People Edit
Although there isn't a specific type of Great Person dedicated to providing Happiness to your people, some specific Great People have the power to permanently increase Amenities in a city, when Retired in it.
National Parks Edit
National Parks are a special type of late-game improvement whose secondary effect increases Amenities. When established by Naturalists, they will provide +2 Amenities to the city on which territory they are, and +1 Amenity to the three closest cities besides this one.
City Parks Edit
City Parks, a tile improvement introduced in Rise and Fall, can be built in a city to which Liang has been assigned as a Governor after receiving the Parks and Recreation Governor Title. They provide +1 Amenity if adjacent to water.
Negative Sources of Amenities Edit
These decrease the current Amenity Balance in your cities:
War weariness Edit
When your nation has been at war for too long, your citizens become tired of warmongering (just like other nations' leaders). This is manifested as certain amount of negative Amenities, which appear in cities closest to the battlefront(s). The amount will increase the longer you remain at war (verification needed).
Whenever your treasury reaches 0, and you have a negative Gold flow, your citizens will become discontented. This is again manifested by certain amount of negative Amenities, namely, -1 per each 10 Gold negative flow you have.
|Civilization VI |
|Rise and Fall • Gathering Storm|