Olleus
Deity
Having taken a couple of weeks of Civ6 since it came out, I've come to a realisation. Housing and Amenities is pretty much a duplication of the same mechanism in a way which is redundant and flawed. Why are they redundant?
1) They both act as a limit to the size of cities
2) They are both local (ie, defined for each city rather than empire wide)
3) The easiest way to boost them is to build a district (Neighbourhood/Entertainment Zone)
4) They can also both be boosted globally (policies/acquire new luxuries)
I accept that they not identical and there are many small differences between them, but those differences are just that - small. Having two game systems that do the same thing is simply unnecessary. The closest to a fundamental difference is that amenities are sometimes generated globally, such as luxuries or Zoos giving a bonus to several cities. Amenities can also have global impacts such as revolts. However, amenities are always 'consumed' locally. This is the many flaw which gives rise to the 'black box' of the Department of Luxuries which results in the confusing mess of a system we have now.
I believe that the natural remedy to the twin problems of redundancy and confusion is to bite the bullet and make Amenities fully global - like happiness was in Civ5. Before I hear the cries of rebellion saying how bad that system was I'm going to say that the problem in Civ5 wasn't that happiness was global, it was that it provided a hard limit for growth, penalised new cities too heavily and a successful war would hurt the winner hugely.
I could see a different system for global Amenities in Civ6 that I would call Order. Order would be much like Amenities is now, but calculated globally. You get negative order per population and positive order for luxuries, EZ, and all the rest. At order 0, your empire functions normally. With positive order, workers/settlers/districts/etc... are cheaper. With increasingly negative order you get more penalties, such as: not allowed to acquire new cities->cannot declare war->rebels spawn.
Under a system like this Housing stays a completely local system that limits how big individual cities can get. Order (old amenities) becomes a completely global system that limits how fast you can develop your empire through conquest, building new cities or building districts. The two are decoupled and serve different functions. Note that this is not like the Civ5 system where you had to choose between many small or a few large cities, and that your core cities are not directly hurt by low order, only the development of your empire as a whole.
1) They both act as a limit to the size of cities
2) They are both local (ie, defined for each city rather than empire wide)
3) The easiest way to boost them is to build a district (Neighbourhood/Entertainment Zone)
4) They can also both be boosted globally (policies/acquire new luxuries)
I accept that they not identical and there are many small differences between them, but those differences are just that - small. Having two game systems that do the same thing is simply unnecessary. The closest to a fundamental difference is that amenities are sometimes generated globally, such as luxuries or Zoos giving a bonus to several cities. Amenities can also have global impacts such as revolts. However, amenities are always 'consumed' locally. This is the many flaw which gives rise to the 'black box' of the Department of Luxuries which results in the confusing mess of a system we have now.
I believe that the natural remedy to the twin problems of redundancy and confusion is to bite the bullet and make Amenities fully global - like happiness was in Civ5. Before I hear the cries of rebellion saying how bad that system was I'm going to say that the problem in Civ5 wasn't that happiness was global, it was that it provided a hard limit for growth, penalised new cities too heavily and a successful war would hurt the winner hugely.
I could see a different system for global Amenities in Civ6 that I would call Order. Order would be much like Amenities is now, but calculated globally. You get negative order per population and positive order for luxuries, EZ, and all the rest. At order 0, your empire functions normally. With positive order, workers/settlers/districts/etc... are cheaper. With increasingly negative order you get more penalties, such as: not allowed to acquire new cities->cannot declare war->rebels spawn.
Under a system like this Housing stays a completely local system that limits how big individual cities can get. Order (old amenities) becomes a completely global system that limits how fast you can develop your empire through conquest, building new cities or building districts. The two are decoupled and serve different functions. Note that this is not like the Civ5 system where you had to choose between many small or a few large cities, and that your core cities are not directly hurt by low order, only the development of your empire as a whole.