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Amenities is a mechanic in Civilization VI that represents the contentedness 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 set number of Amenities. These can be both positive (increasing the population's happiness), and 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.
Every city requires a minimum number of Amenities to be content. This number is determined by the city's Population. The first 3 Citizens of any given city do not require any Amenities; beyond this point, every 2 Citizens increase the number of Amenities required for the city to be content by 1. For example, a city with a population of 6 will require 2 Amenities to be Content, while a city with a population of 12 will require 5.
- Ecstatic: If a city has 3 or more Amenities than the required amount, the city is Ecstatic. 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 city is Happy. All non-food yields increase by 5%, while Population growth increases by +10%.
- Displeased: If a city has 1-2 Amenities less than required, the city is Displeased. All non-food yields by the city decrease by -5%, and its Population growth decreases by -10%.
- Unrest: If a city has 3 or more Amenities less than required, the city is facing Unrest. Apart from further penalties to Population growth and non-food yields, Rebel units will begin to appear inside of the city's territory. Similar to Civilization V: Brave New World, these units will pillage and attack your city.
Positive Sources of Amenities Edit
Luxury Resources Edit
As in all Civilization games, Luxury Resources are one of the main sources of Amenities for your people. However, the system has been reworked substantially in Civilization VI; 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 stack additively, so feel free to trade away extra Luxuries for unique Luxuries your civilization does not have access to.
The second most widespread source of Amenities is Entertainment, personified chiefly by the Entertainment Complex district and its buildings. Note that for some 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 Center is located up to 6 tiles from the buildings' Entertainment Complex.
Apart from the Entertainment Complex and Luxury resources, some Wonders also supply Amenities:
- Alhambra: +2 Amenities
- Colosseum: +1 Amenity; +1 to all cities within 6 tiles
- Estadio Do Maracanã: +2 Amenities to all cities in your civilization
- Huey Teocalli: +1 Amenity for each adjacent Lake tile
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.
National Parks Edit
National Parks are a special type of late-game feature that provide a secondary effect of increasing 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.
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.
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