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

## Growth MechanicsEdit

Population growth is most strongly influenced by three factors: Food, Housing, and Amenities.

### FoodEdit

Main article: Food (Civ6)

Availability of Food determines how large a city's population can grow. Each Citizen living in a city consumes 2 Food per turn. Any excess Food is added to the city's "food basket," and 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.

Most Food comes from the terrain surrounding a city, though domestic Trade Routes and several buildings, tile improvements, and Policy Cards are also sources of Food.

### HousingEdit

Main article: Housing (Civ6)

Housing represents the living space available in a city and acts as a soft limit on population growth from Food.

• 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 rate decreases by 100%.

The Aqueduct and Neighborhood districts provide Housing, as do most buildings, many tile improvements, and some Policy Cards.

### AmenitiesEdit

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 10%.
• If a city has at least 3 fewer Amenities than required, its population growth rate decreases by 20%.

Luxury resources and buildings in the Entertainment Complex district are the most common sources of Amenities.

### 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 suffer penalties to population growth if their Loyalty falls below 76, and stop growing entirely if their Loyalty falls below 26.

## CitizensEdit

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.

## StrategyEdit

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.[1][2]

## ReferencesEdit

Civilization VI 
Rise and Fall

Statistics
Culture Faith Food Gold Production Science Tourism

Added in the Rise and Fall expansion pack.