Civ 6 Increase Housing

Civ 6 Increase Housing Rating: 4,0/5 9401 votes

Aqueducts are the earliest engineering means of increasing Housing by providing additional access to water. They will add 2 Housing for cities that already have fresh water, otherwise they will set the water Housing value to 6. The Neighborhood district is exclusively dedicated to providing Housing through additional habitation space.

  1. Civ 6 Buildings

How does Civilization VI determine how many religions may exist in a given game? I've heard two primary theories: first, that the number is calculated based on the number of major civs in the game, and second, that the number is locked to the size of the map.

A forum post about Civ V claims the number was locked to the map size in that game, and it seems many base mechanics have stayed the same from V to VI.

That can't be the only factor, though. I'm playing a game right now on a Tiny map (using the default four civs) where the religion menu says that up to three religions will be allowed. However, I've been accumulating Great Prophet points for a long time, and still haven't gotten a religion. In fact, only one civ has (the one that built Stonehenge). When I check the Great People panel, the Great Prophet column just says 'All people of this type have been earned.' This is true even after I progress to a new tech era.

The only non-standard thing about my game is that I didn't start in the Ancient Era... I think I picked Classical, instead? I'm guessing this has an effect on the number of religions as well.

An explanation of how the game calculates the number of religions allowed per game is all I'm looking for, but some kind of table or chart would be really great for brownie points.

Red Rogue
Red RogueRed Rogue

2 Answers

Civ 6 Increase Housing

After a little more research, I still don't have a definitive answer, but here's my semi-educated theory:

Like Civ V, the base number of religions per game is tied to the map size, according to the following distribution:

I got these numbers by actually starting a new game with each of the initial condition combos (playing as Catherine de Medici, starting in the Ancient Era). I beelined for starting a religion and checked the 'All Religions (1/n)' button after doing so.

There are exceptions, though. In particular, game era makes a difference. Quoting page 133 of the game manual:

Great Prophets are no longer available when starting the game in the Industrial Era or later.

So there's no religion at all in games that start halfway through history. My guess is that this is because the game's Great Prophets all come from three eras: Classical, Medieval and Renaissance. So even if your game still has available religion slots left (like mine), you could miss out on getting to found a religion if you've progressed to a later era or all the Great Prophets from your era have already been generated. (This doesn't work the other way around, though; I was able to generate a Classical Era Great Prophet while still in the Ancient Era, and successfully founded a religion with that unit.)

There's still a hole in this theory: I loaded an earlier save file for my game, when I was still in the Renaissance Era, and the 'All individuals of this type [Great Prophet] have already been earned' message was already there.

Red RogueRed Rogue

Civ 6 Buildings

The max number of Religions is determined by map size.

Duel sized maps have a max of 2

Tiny may have 3, Small 4, Standard 5, Large 6, and Huge 7

This holds true even if there aren't enough players in the game to found them all.

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Housing is a new concept in Civilization VI, which adds a slowing factor and eventually a limit on Population growth in each city. It is meant to emulate habitation and sanitation factors in cities, and the limits overcrowding imposes on growth. Housing acts alongside the traditional Food growth factor in the following way:

Housing minus Population Growth rate from Food
2 or more 100%
1 50%
0 to -4 25%
-5 or less 0%

Note that Housing does not replace Food! If you do not have enough incoming Food, no amount of spare Housing will help your city grow.

Mechanics Edit

Housing acts by putting an additional constraint on Population growth beyond food supply (as per the table above). In practice, this means that a city will need Housing to grow larger, even though it has more than enough Food!

Initially the amount of Housing available is strongly dependent on fresh water access (quite correct historically). That's why Water supply plays such a prominent role in the Settler lens - look for the dark green tiles to settle in the best possible locations.

When the city develops, however, its Housing becomes mostly dependent on the existence of tile improvements, buildings and districts (that is, facilities inside the city which have no relation to nearby terrain). Still later, Civics and Governments will also add Housing.

Civ 6 Increase Housing

Note that Housing is a fluid trait, especially when provided by non-hard sources, such as Civic Policy Cards. However, losing Housing (that is, the sudden drop in the Housing limit, for example because you stopped using a certain Policy) will not cause loss of Population! It will instead merely slow down (or stop altogether) Population growth. In that manner Housing is very different from Food - when you are losing food in the city you will also eventually start losing Population.

For details on how to get more housing, see the section below. Also note that the 'Housing' section of the City Details screen shows a detailed breakdown of all sources currently providing Housing for the city.

Sources Edit

The most basic Housing conditions are related to a water source, and this depends on where your city (that is, the City Center) is placed. Fresh water (River, Lake, Oasis) provides 5 Housing. Coast provides 3 Housing if you don't have fresh water. Every other placement gives only 2 Housing, meaning that your Population growth will be slowed since the very beginning.

Buildings and Districts Edit

Many buildings grant Housing. After researching Pottery, every city is able to build a Granary, which adds 2 Housing, and later they can build Sewers, which also adds 2 Housing. Buildings in other districts sometimes add Housing, such as the Barracks in the Encampment district, the University in the Campus, and the Lighthouse in the Harbor. With religious beliefs such as Religious Community and Pagoda, certain buildings that can be built in the Holy Site add Housing. The Palace building in your Capital city also adds 1 Housing.

Aqueducts are the earliest engineering means of increasing Housing by providing additional access to water. They will add 2 Housing for cities that already have fresh water, otherwise they will set the water Housing value to 6.

The Neighborhood district is exclusively dedicated to providing Housing through additional habitation space.

Finally, in Gathering Storm the Dam also provides Housing by improving the sanitation from nearby rivers.

Improvements Edit

Each Farm, Pasture, Plantation, or Camp supports a small amount of Population — 1 Housing for every 2 such improvements. Supporting rural Population in this fashion will allow for slightly larger Populations prior to the Industrial Era, when the Neighborhood district becomes available.

In Gathering Storm the futuristic Seastead offers a major late-game means of additional Housing by constructing floating homes in any water tile.

There are some civilizations whose unique tile improvements provide extra Housing beside standard improvements. Below is the list of unique tile improvements that provide Housing:

  • Golf course: 1 Housing with Globalization
  • Kampung: 1 Housing, 1 additional Housing with Mass Production
  • Mekewap : 1 Housing, 1 additional Housing with Civil Service
  • Outback Station: 0.5 Housing
  • Polder : 0.5 Housing
  • Stepwell: 1 Housing, 1 additional Housing with Sanitation
  • Terrace Farm : 0.5 Housing

Also, there are certain City-state specific improvements that players can build once Suzerain of that City-state. Below is the list of City-state specific improvements that provide Housing:

  • Cahokia Mounds Cahokia Mounds : 1 Housing, 1 additional Housing with Cultural Heritage
  • Monastery: 1 Housing, 1 additional Housing with Colonialism (Only provides Housing in )

Policies Edit

Another major source of Housing is Policy Cards. The following Policy Cards, when activated, will increase Housing by:

Policy Card Function First available
Insulae 1 Housing in cities with 2 or more districts Classical Era
Established Governors with at least 3 Promotions provide +1 Amenity and +1 Housing.Medieval Era
Medina Quarter 2 Housing in cities with 3 or more districts Medieval Era
New Deal 4 Housing, 2 Amenities, -8 Gold in cities with 3 or more districts

4 Housing and 2 Amenities in cities with 3 or more districts

Modern Era
Farms +1 Food. All cities +2 Housing. +100% Industrial Zone adjacency bonuses.

BUT: Great People Points earned 50% slower.

Modern Era

Wonders Edit

Some wonders also supply bonuses in Housing. Below is the list of Wonders that provide Housing:

  • Angkor Wat: 1 Housing in all cities.
  • Great Bath : 3 Housing.
  • Hanging Gardens: 2 Housing.
  • Temple of Artemis : 3 Housing.

Others Edit

There are also other sources of Housing, which are generally non-permanent. They are related to specific forms of Government, or to its agents - the Governors, or the Suzerainty of Mohenjo Daro. Since these may be changed or relocated at any time, you should aim to utilize them strategically in periods of the game for general growth, or in specific cities to allow a temporary growth spurt.

Civilization VI [edit]
Rise and FallGathering Storm

Lists
Agendas • Beliefs • Buildings • City-States • Civics • Civilizations • Districts • Improvements • Leaders • Pantheons • Policy Cards • Projects • Promotions • Resources • Scenarios • Technologies • Terrain • Units (Unique Units) • Wonders (Natural)

Eras
Ancient • Classical • Medieval • Renaissance • Industrial • Modern • Atomic • Information • Future

Concepts
Ages • Amenities • Barbarians • City (CapitalGovernorsHousingLoyaltyPopulation) • Climate (Disasters) • Combat • Diplomacy (EmergenciesEspionageGossipGrievancesWarmongeringWorld Congress) • Eureka Moment • Government • Great People • Great Works • Map (AppealBordersContinentTile) • Movement • Religion • Timelines • Trade Routes • Victory

Statistics
Culture • Diplomatic Favor • Faith • Food • Gold • Power • Production • Science • Tourism

Miscellaneous
DLC • Modding • Soundtrack • Starting a new game • Steam Achievements • Steam trading cards • Updates

Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.