Overview
Seeing as there are a lot of people out there that does not fully understand how the Amenity system in Civilization VI functions, I made this guide to hopefully clear some of it up.
Introduction
Amenities is the new happiness factor in Civilization VI.
Taken from Wikipedia, you get the following explanation:
“In real estate and lodging, an amenity is something considered to benefit a property and thereby increase its value. Tangible amenities can include the number and nature of guest rooms and the provision of facilities such as elevators (lifts), wi-fi, restaurants, parks, communal areas, swimming pools, golf courses, health club facilities,
party rooms, theater or media rooms, bike paths or garages, while intangible amenities can include aspects such as well-integrated public transport, pleasant views, nearby activities and a low crime rate.”
In the early game, the different luxury resources scattered around the map are the only sources of amenities (besides the +1 amenity from your palace). Later on you will unlock buildings and such which will give your cities further amenities.
Amenity Sources
Here is a list of the different sources from which you can get amenities:
Special notes:
Palace: Your palace (in your capital) provides +1 Amenity from entertainment. This is in effect from the start. So you will see that your capital has +1 Amenity from Entertainment even before you start harvesting any luxuries.
Civilization Bonuses
- Aztecs: Ordinarily each luxury resource grants you +1 Amenity to 4 cities. However, the Aztecs gets +1 Amenity to 6 cities instead. Always keep this boost in mind when you play as the Aztecs.
- Brazil: In place of the ‘Entertainment Complex’, Brazil has the ‘Street Carnival’. This gives you +2 Amenities (instead of +1). It also unlocks the ‘Carnival Project’ which further gives you +1 Amenity while underway.
- Rome: Instead of the ‘Aqueduct District’, Rome gets the ‘Bath’. It has the same benefits as the ‘Aqueduct’ but in addition it will also provide additional +2 Housing and +1 Amenity.
- Plantations (+4 Amenities): Citrus, Cocoa, Coffee, Cotton, Dyes, Incense, Silk, Spices, Sugar, Tea, Tobacco, Whine.
- Mines (+4 Amenities): Diamonds, Jade, Mercury, Salt, Silver.
- Quarries (+4 Amenities): Gypsum, Marble.
- Camps (+4 Amenities): Furs, Ivory, Truffles.
- Fishing Boats (+4 Amenities): Pearls, Whales.
Note: If you are the Suzerain of a City-State, you will gain access to it’s luxury resources.
- Zanzibar (+6 Amenities): Cinnamon, Cloves. These cannot be earned any other way in the game (other than by trading for a copy from Zanzibar’s Suzerain), and they provide +6 Amenities each.
- Buenos Aires: The Suzerain Bonus does so that all your Bonus resources (Wheat, Sheep, Bananas etc. etc.) behave like Luxury resources, providing +1 Amenity per type. Note that only the first (unique) copy of a bonus resource provides an Amenity; multiple copies of a bonus resource will not provide multiple amenities to the Suzerain of Buenos Aires.
- Colaeus (Great Merchant, Classical Era): Grants 1 free copy of the Luxury on this tile to your capital (use for unique Luxuries outside your borders). The unique luxury obtained grants the standard +4 Amenities. He also grants +100 Faith.
- Estée Lauder (Great Merchant, Information Era): Grants x2 Perfume which gives +1 Amenity to 6 cities.
- Helena Rubinstein (Great Merchant, Atomic Era): Grants x2 Cosmetics which provides +4 Amenities.
- Irene of Athens (Great Merchant, Classical Era): Grants 1 free copy of the Luxury on this tile to your capital (use for unique Luxuries located outside your borders). The luxury obtained grants the standard +4 Amenities. She also increases your Trade Route capacity by 1.
- John Spilsbury (Great Merchant, Industrial Era): Grant x1 Toys which provides +4 Amenities.
- Levi Strauss (Great Merchant, Atomic Era): Grants x2 Jeans which provides +4 Amenities.
In addition to providing unique luxuries, some Great People provide Amenities directly or boost the Amenity impact of your cities.
- Jane Drew (Great Engineer, Atomic Era): +3 Amenities (and +4 Housing) for the city which she is activated in.
- Joseph Paxton (Great Engineer, Information Era): +1 Amenity for the district’s regional buildings of which he is activated in, these buildings also reach +3 tiles.
- John Roebling (Great Engineer, Atomic Era): +1 Amenity (and +2 Housing) for the city which he is activated in. (2 charges).
- Mimar Sinan (Great Engineer, Renaissance Era): +1 Amenity (and +1 Housing) for the city which he is activated in. (2 charges).
- Entertainment Complex: A district that is dedicated to keeping your people happy. Provides +1 Amenity from entertainment.
- Street Carnival (Unique to Brazil):
This district replaces the Entertainment Complex. Proved +2 Amenities. It also unlocks a Carnival Project which provides an additional +1 Amenity while it is underway. - Bath (Unique to Rome): This district replaces the Aqueduct district. In addition to the standard fresh water and housing boost of a regular aqueduct, the Bath provides an additional bonus of +2 Housing and +1 Amenity.
- Arena (Entertainment Complex): +1 Amenity to the city it is built in.
- Zoo (Entertainment Complex): +1 Amenity to each city center within 6 tiles (9 if you are the Suzerain of Toronto).
- Stadium (Entertainment Complex): +2 Amenities to each city center within 6 tiles (9 if you are the Suzerain of Toronto).
- Alhambra (Medieval Era): +2 Amenities from entertainment.
- Colosseum (Classical Era): +3 Amenities from entertainment which are extended to each city center within 6 tiles.
- Estádio do Maracanã (Atomic Era): +2 Amenities from entertainment to each city in your civilization.
- Huey Teocalli (Medieval Era): +1 Amenity from entertainment for each Lake tile within one tile of this wonder.
- River Goddess (Pantheon): +1 Amenity to cities if they have a Holy Site adjacent to a River.
- Zen Meditation (Follower Belief): +1 Amenity in cities with 2 speciality districts.
- Classical Republic (Government): All cities with a district recieve +1 Amenity.
- Retainers (Military Policy): +1 Amenity for cities with a garrisoned unit.
- Liberalism (Economic Policy): +1 Amenity to all cities with at least 2 speciality districts.
- New Deal (Economic Policy): +2 Amenities to all cities with at least 3 speciality districts.
- Sports Media (Economic Policy): Stadiums generate +1 Amenity.
I now know which sources gives me Amenities, but how does it function?
The first copy of any luxury resource will give +1 Amenity for up to 4 different cities. You can’t choose which cities that will get the Amenity, the game chooses the cities which needs it the most.
i.e The least happy cities will recieve the Amenities until it is balanced out among all of your cities.
Any extra copy of a luxury resource you already have will not give any further Amenities. You can however trade away the extra copy for a different luxury resource which you currently do not have access to.
For example. Say you have two Citrus plantations in your city. Only one of the citruses will give you the +1 Amenity benefit, the second one does nothing to raise your Amenities in your cities. But if you trade that extra Citrus
for 1 Marble (assuming you do not already have access to Marble), that Marble will give you +1 Amenity to 4 cities that needs it.
Yes. Pretty much. Here is another way of explaining it:
1 copy of a Luxury only extends to 4 different cities. If you acquire a second copy of the same Luxury, it will not affect the +Amenities in your 4 cities, nor will it extend to the 5th city you found. The second copy does however trigger trade requests from the AI, wanting to buy your extra copy.
Indeed you do. A content city will not do anything special, but a happy city will give you a 10% growth increase and a 5% yield increase.
An Ecstatic city on the other hand will have a 20& growth increase and a 10% yield increase.
If you have too few Amenities, it will create displeasure among your citizens and the growth and yields will recieve negative modifiers. If you reach the level Unrest, your growth will stop and rebel partisans will start spawning
in your city.
Two factors that can lower your Amenities in a city are War weariness and bancruptcy. So be carefull with being in a constant war mode and keep an eye on your economy.
Population & Amenity connection
The number of Amenities required is tied in with your population size.
1 Amenity is required for each 2 population. This starts counting from 3 population.
This means that for 3 population you need 1 Amenities, 5 population needs 2 Amenities, 7 population requires 3 Amenities and so on and so forth.
Your city does not need any Amenities to stay Content, until it reaches 3 Population (see the image below). The capital starts with +1 Amenity from Entertainment. This is not the case for any other cities you found after that.
Remember that this is what is needed to keep the city Content. Any extra amenities above this will raise the happiness of the city, and this is where you start to get those benefits to growth and yield.
I have included a screenshot from one of my saves.
The green box is my population in the different cities. The red box is showing you how many Amenities I need to keep that particular city Content. 1 Amenity for each 2 population, remember?
You can check this by clicking on ‘View Reports’ at the top of the screen. Then click on ‘City Status’.
End notes
Thank you for taking your time to read this and if you see anything that needs to be changed, please let me know in the comment section below.
I hope this has helped clearing up some questions you had regarding the Amenities system.
FAQ
Question: Is there any overview of the ongoing trade deals?
Answer: No, there is currently no way to see which resources you are trading for.
Special Thanks
KrikkitTwo
Lord Yanaek
Playshogi
The invention of coffee