Amenities is one of the basic Game Concepts in Civilization VI, which contributes to what make Cities grow. Amenities work similarly to the Happiness mechanic in previous Civilization games, since Global happiness has been removed and replaced with Amenities, which is a local mechanic that serves to measure the 'happiness' of your citizens. The Amenities panel in the City Info screen displays how happy your population is, as well as a breakdown of any Amenities you might be receiving. Happiness measures the contentment of your people in a single city, and is measured by seeing if the Population of that city has as many Amenities as should be expected. While Amenities are largely local in effect, different sources of Amenities can be either local or shared between cities.
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Description[edit | edit source]
1 Amenity is required for each 2 Population, starting at a Population of 3. A content city will not have any modifier applied to it, but a happy city will have a 10% growth increase and a 5% yield increase. Furthermore, an Ecstatic city will have a 20% growth increase and 10% yield increase. Likewise, having too few Amenities will create displeasure among your Citizens, and the growth and yields will receive negative modifiers. At the level of unrest, your growth will stop and you may find rebel partisans in your city.
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Examples to remain content: 0 Amenities for 2 Citizens. 2 Amenities for 5 Citizens. 10 Amenities for 21 Citizens.
A Civilization's Capital starts with a single Amenity by default from entertainment, but additional cities will each start with 0 amenities and require 1 when the 3rd Citizen has been reached.
Amenities can come from a wide variety of sources. Overall, there are six ways to get positive amenities: Resources, Civics, entertainment, Great People, Religion and through the building of National Parks. Adversely, there are two ways to get negative amenities: War weariness and Bankruptcy.
Each Luxury Resource can contribute 1 Amenity to a city. The number of cities it provides this bonus to is typically 4 Cities (6 for Aztecs). The cities are chosen automatically based on which cities have the greatest need for Amenities. Having multiple copies of a Luxury Resource does not extend the benefit past 4 cities, but does allow the player to trade with other Civilizations for resources they lack.
The Arena, built in the Entertainment Complex, provides Amenities to its local city. The Zoo and Stadium also provide Amenities, but regionally, with the bonus extending to any city whose center is within 6 tiles of the Entertainment District the building is in. Some Wonders also provide Amenities. Furthermore, there are a few Religious Beliefs and Policies which will provide additional or bonus Amenities.
Bonuses[edit | edit source]
Amenities are needed locally for each city and they give bonuses if a city has more amenities than it needs, and on the adverse they're penalized if a city has less amenities than it needs.
Bonuses due to a positive total of amenities: +10% Growth and +5% non Food yields for +1 total amenities in the city (note that actual percentages are subject to change).
Penalties due to negative amount of amenities: -15% Growth -5% non Food yields for -1 total amenities in the city (note that actual percentages are subject to change).
No bonuses or penalties for 0 points.
Strategy[edit | edit source]
See also: Housing Strategy
Amenities and Housing are both related to growing your cities and keeping them happy. Food can lose value if cities are either unhappy or if you lack housing. Therefore, early in the game it is important to ensure that cities have adequate amounts of both so that they can continue to grow. If a city is unhappy or lacks housing, growth is slowed considerably. Improving Luxury Resources is an important source of early game Amenities, with each providing +1 to up to 4 cities. Netnewswire 5 0 3. Entertainment complexes are also very important, and their placement relative to your other cities is necessary to optimize their output. Zoos and Stadiums both provide their benefits to any city within a 6 tile radius, and so placing these districts further away from your city center can be beneficial if you have other nearby cities. As a note, this is also true of Industrial Zones.
Sources[edit | edit source]
Positive amenity sources[edit | edit source]
Luxury Resources: Each Luxury resource can contribute up to 4 Amenities to your empire with +1 per city to the 4 cities that need them most. Distribution happens automatically, as long as the Luxury resource is improved (a Plantation improvement built on Spices, for example). Multiple copies of a resource do not provide additional Amenities, but can be traded.
Entertainment: The first building in the entertainment complex district (arena) provides amenities to the local city. The next two buildings (zoo and stadium) provide amenities regionally to all city-centers within 6 tiles.
Wonders:
Alhambra: +2 Amenities
Colosseum: +1 Amenity; +1 to all cities within 6 tiles
Estádio do Maracanã: +2 Amenities to all cities in your civilization
Huey Teocalli: +1 Amenity for each adjacent Lake tile
Religion: Some religious beliefs can increase amenities, such as certain pantheons.
Civics: Some specific social policies will have a positive effect on your amenities when slotted in your government.
Negative amenity sources[edit | edit source]
War Weariness: Fighting a lot of wars (especially in the later eras) will trigger war weariness. Losing units is an effect of weariness.
Bankruptcy: Not having enough Gold to cover your expenses in a turn will put negative amenities on all of your cities (as well as forcing some of your military units to disband).
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Trivia[edit | edit source]
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The 'Partner Let Me Upgrade Ya' Build
Changes[edit | edit source]
Certain data related to accounts has been reset. Crowns owned has been reset to 0 for all players; zones unlocked has been reset to initialization (ie. only the Story Mode for the Wastes is unlocked to start). Inventory and character levels have been retained…..FOR NOW.Action Cards
Dragging character portraits no longer works to attack monsters.
The Primary Button on the right no longer displays “ESCAPE” during combat
Card Upgrades
A new upgrade screen has been added; it can be accessed from the title screen
Certain ability and gear cards can now be leveled up in the upgrade screen in exchange for crowns and rare resources (see below). These levels are permanent on your account so long as you have one copy of that card. If you ever sell all of your copies of a card that you’ve upgraded, and then obtain that card again, it will start back at level 1.
Generic Gear
The gear menu now shows you all copies of any given generic gear you own - for example, if you own three makeshift weapons, then three copies of the makeshift weapon blueprint will appear for all characters you control. This allows you to craft it several times per character, or once per each of your characters, etc.
Other players can no longer craft generic gear you own on their characters
Rare Resources
Certain Bosses and Minibosses now have an added “Rare Resource” keyword, which indicates that they will drop the specified rare resource; this is currently the only way to obtain these cards. Every player who has unlocked the resource on their extractor will receive a copy of that resource.
The Behemoth can now drop a Ferromagnetic Sprocket
Shrapnel Whirlwind can now drop a Lens
The 1/combat restriction on Animate Scrap has been removed.
Opening Act now correctly cannot be used if Lena is dead or Out After Dark, or if the boss conditions are satisfied
Up To Eleven now correctly cannot be used if Lena is dead or Out After Dark, or if the boss conditions are satisfied
Changed the wording on various ability and gear cards for clarity
Bug Fixes & Misc
Prices for all cards in the store have been changed
Corrected the text displayed on splash screens during combat
Fixed a bug where gear cards were not available in the store
Game now correctly prevents 2 players from simultaneously attempting to craft gear
Various bug fixes related to trading cards
Fixed the display of the name for Treads and Makeshift Weapons
Tooltips for abilities in the lobby are currently broken; we’re aware and will try to fix it sometime. Sorry bout it.
Additions[edit | edit source]
New Features:
At the start of each session, each character is dealt a new “Attack Card.” When played, the character attacks the target monster. The Attack Card does not go away when played (like ability cards).
At the start of each session, each character is dealt a new “Escape Card.” When played, the character takes an injury and escapes combat. The Escape Card does not go away when played (like ability cards).
A new tool called the “Extractor” is now available in the upgrade screen; to be qualified to obtain a rare resource, you must first upgrade your extractor to be able to harvest that specific resource from monsters
Jixipix nir color 1 276. The loot potentially dropped by monsters in The Wastes has been updated to the following:
Component
Busted Bit
Rusted Bit
40 Scrap
50 Scrap
The loot potentially dropped by monsters in The Dunes has been updated to the following:
Component
Busted Bit
Rusted Bit
Bio Bit
Mech Bit
New Cards and Card Features:
New Consumable: Busted Bit - consumable. Adds +1CP to your attack card. Busted Bits can only be dropped from monsters as loot.
New Consumable: Rusted Bit - consumable. Adds +1 Damage to your attack card. Rusted Bits can only be dropped from monsters as loot.
New Consumable: Bio Bit - consumable. Adds 2x Damage to Biological Monsters, and ½ Damage to Mechanical Monsters, to your attack card. Bio Bits can only be dropped from monsters as loot.
New Consumable: Mech Bit - consumable. Adds 2x Damage to Mechanical Monsters, and ½ Damage to Biological Monsters, to your attack card. Mech Bits can only be dropped from monsters as loot.
Four new resource cards have been added; these cards can be obtained during a session, but unlike other resources will be awarded and unlocked on your account at the conclusion of the session. These resources are:
Ferromagnetic Sprocket
Lens
Irradiated Core
Photovoltaic Cell
Rare resources are spent in the upgrade screen to upgrade cards (see above)
The following cards can currently be leveled up to level 2 (we’ll be adding the rest in future updates):
Adrenaline Surge
Animate Scrap
Backup Singer
Brace for Impact
Called Shot
Draw a Bead
Fight Through the Pain
Overwatch
Ready 4 Round 2
Soothing Melody
Tempo Shift
The Long Watch
Up to Eleven
Auto-Injector
Build-A-Bomb Kit
Chameleon Suit
Echo Shielding
Rechargeable Power Core
Reflex Implants
Shorter Fuses
Supply Drone
New Monsters:
New Monster: Radioactive Minibehemoth
New Monster: Electric Storm
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