List of Housing and Amenities Sources

zenmaster

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Trying to get a handle on these new mechanics before starting to play next week.

Wanted to know sources of housing and amenities (how to get them for your civ), so I collected a list of them from various forum posts here, wikis, and the excellent Civ VI Analyst site.

I am posting my current list here in case it might be of help to others.

If there are any major omissions or errors, please let me know.

Note: I did not deal with all the Unique Districts/Buildings that function as replacements for existing buildings, unless they clearly offered more/different housing or amenity effects. Some things are still unclear to me at the moment, and are noted with question marks.

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Sources of Housing
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Initial Allowance: ??

Improvements:
Farm: +0.5 Housing
Fishing Boat: +0.5 Housing
Plantation: +0.5 Housing
Camp: +0.5 Housing
Pasture: +0.5 Housing

Districts:
Aqueduct: +2 Housing for city connected to Fresh Water, +6 for unconnected City Centers
Neighborhood: +3 to +6 Housing depending upon appeal of Neighborhood tile

Buildings:
Granary (City Center): +2 Housing
Sewer (City Center): +2 Housing
University (Campus): +1 Housing
Barracks (Encampment): +1 Housing
Stable (Encampment): +1 Housing
Military Academy (Encampment): +1 Housing
Lighthouse (Harbor): +1 Housing
Seaport (Harbor): +1 Housing

Governments:
Monarchy: +2 Housing in any city with Medieval Walls

Social Policies:
Insulae (Econimic): +1 Housing in all cities with at least 2 specialty districts.
Medina Quarter (Economic): +2 Housing in all cities with at least 3 specialty districts.
New Deal (Economic): +4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.

Religion:
Religious Community (Follower Belief): Shrines and Temples each provide +1 Housing
Pagoda (Worship Belief): +1 Housing

Unique Sources:
Stepwell improvement (India): ??
Amazon (Brazil): Rainforest tiles provide +1 Housing for Neighborhoods built adjacent to them.
Any unique Districts or Buildings which replace the Districts and Buildings above? (assumption)

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Sources of Amenities (+ and -)
-----------------------

Initial number: ??

Improvements:
Luxury resources: +4 Total Amenities? (+1 to nearest 4 cities?) (City States give Suzerain same amount?)
National parks: ?? (They do give amenities; number currently unknown?)

Districts:
Entertainment Complex: +1 Amenity from entertainment
Street Carnival (Brazil Unique): +2 Amenities from entertainment
Baths (Rome Unique): Unique district for Rome. Provides Amenities and more Housing than the Aqueduct, which it replaces.

Buildings:
Arena: +1 Amenity from entertainment
Tlachtli (Aztec Arena replacement?): +1 Amenity from entertainment?
Zoo: +1 Amenity from entertainment
Stadium: +2 Amenities from entertainment

Governments:
Classical republic - All cities with a district receive +1 Amenity

Social Policies:
Retainers (Military): +1 Amenity for cities with a garrisoned unit.
Police State (Diplomatic): Enemy Spies level reduced by 2 in your lands. However, all cities suffer -1 Amenity.
Liberalism (Economic): +1 Amenity to all cities with at least 2 specialty districts.
New Deal (Economic): +4 Housing, +2 Amenities, -8 Gold to all cities with at least 3 specialty districts.
Sports Media (Economic): +100% Theater Square adjacency bonuses, and Stadiums generate +1 Amenity.
Propaganda (Military): Accumulate 25% less war weariness than usual.
Martial Law (Military): Accumulate 25% less war weariness than usual.
Defense of the Motherland (Military): No war weariness from combat in your territory.

Wonders:
Colosseum: +3 Amenities from entertainment
Alhambra: +2 Amenities
Huey Teocalli: +1 Amenity from entertainment for each adjacent Lake tile
Macarana Stadium: +2 Amenities in each city of your civilization.

Religion:
River Goddess (Pantheon): +1 Amenity to cities if they have a Holy Site district adjacent to a River.
Zen Meditation (Follower Belief): +1 Amenity in cities with 2 specialty districts

Unique Sources:
Gifts for the Tlatoani (Montezuma of the Aztecs ULA): Luxury resources in his territory provide an Amenity to 2 extra cities.
Zanzibar (City State Suzerain bonus): Receive the Cinnamon and Cloves luxury resources. They cannot be earned any other way in the game, and provide 6 Amenities each.

Great People:
Colaeus (Classical Era): Gain 100 Faith. Grants 1 free copy of the Luxury resource on this tile to your Capital city.
Great People Effect: ?? (Listed on Amenities menu in-game)

Bankruptcy: ?? (Listed on Amenities menu in-game)

War Weariness: ?? (Listed on Amenities menu in-game)
 
Initial housing is 2 without water.

Coast provides +1 housing, fresh water provides +3 housing.
 
Luxuries provide 1 amenity to 4 cities. Distance doesnt matter. A city can only benefit from one copy of a luxury. So no matter how much chocolate you have each city can only get +1a from chocolate. More copies can cover more cities. Which is why people talk about ideal city totals in multiples of 4. Luxuries are distributed as to keep all cities as close to the same amenity level as possible.
 
Luxuries provide 1 amenity to 4 cities. Distance doesnt matter. A city can only benefit from one copy of a luxury. So no matter how much chocolate you have each city can only get +1a from chocolate. More copies can cover more cities. Which is why people talk about ideal city totals in multiples of 4. Luxuries are distributed as to keep all cities as close to the same amenity level as possible.

Sorry if it's off-topic, but I feel like that ideal cities theory is flawed. Imagine if you have 5 cities, and 5 luxery resources. Every luxery resource goes to all cities except one, and a different one each time. Now you have 4 amenities in every city. So there's nothing uneven.
 
Its more for when you have 2 copies of luxuries and 5 cities, 4 cities get 1 and the other city gets 1/4 of the other and 3/4 aren't needed except you might not want to trade it away either if your tight on amenities and thus they're currently wasted.
 
A few months ago the devs stated that some luxuries will change worth over time. Mercury may be very valuable in the beginning and almost useless later on. Was this ever confirmed in one of the LPs or is this gone?
 
Sorry if it's off-topic, but I feel like that ideal cities theory is flawed. Imagine if you have 5 cities, and 5 luxery resources. Every luxery resource goes to all cities except one, and a different one each time. Now you have 4 amenities in every city. So there's nothing uneven.
You think you are clever but all you have done is display ignorance. Your scenario is extremely specific, assured to be temporary and includes variables that cannot be controlled.
 
You think you are clever but all you have done is display ignorance. Your scenario is extremely specific, assured to be temporary and includes variables that cannot be controlled.

Really? I thought he made a valid point. As far as having 2 copies of the same luxury and 5 cities, with 3/4 being wasted, why not trade the extra copy for a different luxury and have 3 cities with 2 amenities and 2 cities with 1. How does the game distribute the amenities? It should go to the smallest city, with the easiest chance to grow by 1.
 
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"+1 Housing in all cities with at least 2 specialty districts" - does city center counts as one of specialty districts?
CC seems to count as/be a district.
Not sure if aqueducts and neighbors do.



One thing to note for the list- zoos and stadiums project their amenity bonus in a 6 tile radius. So centrally located entertainment districts can service multiple cities with zoos and stadiums, and at least in the current build, these stack.
 
Aqueduct: If not already connected to fresh water it causes the city to be connected -> up to +6 not a flat +6; for instance a city founded on the coast (but no fresh water source) gets +1 to begin with; and an aqueduct in this city equalizes it with the city that wasn't founded on the coast.
(The first thing it does is bring the city up to that highest level)

I have a strong feeling that starting amenities is going to be difficulty level dependent. (For instance Chieftain starting at a higher number than Prince)

Luxury : Not the nearest four cities, but the 4 cities decided by the department of resource management.

Zoo, Stadium, Colosseum: All have regional effects.
 
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How does Aqueduct work how do you connect a city with no fresh water to fresh water?
afaik, you can build the aqueduct only in the first ring of a city and the aqueduct also needs to be next to either a fresh water source (lake, river, oasis) or a mountain. In other words, the city needs one of those in its first 2 rings.
 
Remember that you can't build an aqueduct on a tile that has a strategic or luxury resource on it. So, if the only tiles connecting the city center to a mountain or river are tiles with strategics or luxuries, you won't be able to build an aqueduct in that city.
 
afaik, you can build the aqueduct only in the first ring of a city and the aqueduct also needs to be next to either a fresh water source (lake, river, oasis) or a mountain. In other words, the city needs one of those in its first 2 rings.

I see so if you wanted to settle somewhere closer to a resource lets say iron instead of settling next to close water and get it anyway with a aquaduct
 
"+1 Housing in all cities with at least 2 specialty districts" - does city center counts as one of specialty districts?
Apparently "specialty districts" is all but
City center
aqueduct/bath
Neighborhood/kongo UD
Those are 'non specialty districts' (was on China site)
 
I see so if you wanted to settle somewhere closer to a resource lets say iron instead of settling next to close water and get it anyway with a aquaduct
Exactly. Still, you can also boost a city with it that already had fresh water, but the boost won't be as big compared to a city that had no fresh water to begin with. (I get it that a city with an aqueduct always gets straight +6 for total water access, no matter how much it had to begin with?)
 
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