
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. What does 'Amenity' mean then?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." Got it. But how do I get amenities in Civilization VI then?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 BonusesAztecs: 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. Basic luxuries and their required improvementsPlantations (+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. Special luxuries, and their sources City States 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. Luxuries from Great PeopleColaeus (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. Amenities from Great People: 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). Amenities from Districts and District ProjectsEntertainment 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. Amenities from District BuildingsArena (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). Amenities from WondersAlhambra (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. Amenities from Religious BeliefsRiver 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. Amenities from Government & PoliciesClassical 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. So you are saying that any extra copies of any given luxury is doing nothing to help my citizens?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.

提升城市宜居度对我有什么好处吗?当然有。满足的城市不会有什么特别效果,但快乐的城市会提供10%的增长加成和5%的产出加成。而欣喜若狂的城市则会有20%的增长加成和10%的产出加成。 如果宜居度变为负数会怎样?如果宜居度过低,会引起市民不满,导致增长和产出受到负面修正。如果达到叛乱等级,城市增长会停止,并且会开始生成叛乱游击队。 有两个因素会降低城市宜居度:战争疲劳和破产。所以要小心长期处于战争状态,并密切关注你的经济状况。人口与宜居度的关联 所需宜居度数量与人口规模相关联。 每2人口需要1点宜居度,从3人口开始计算。 这意味着3人口需要1点宜居度,5人口需要2点宜居度,7人口需要3点宜居度,依此类推。 城市在人口达到3之前不需要任何宜居度即可保持满意状态(见下图)。首都初始拥有来自娱乐的+1宜居度,后续建立的其他城市则无此加成。

记住,这是维持城市【满足】状态所需的条件。超出此数量的额外宜居度将提升城市的幸福度,而这正是你开始获得增长和产出加成的关键。 我附上了一张我的存档截图。 绿色方框显示的是我不同城市的人口数量。红色方框则显示了维持特定城市【满足】状态所需的宜居度数量。记住,每2人口需要1点宜居度。

你可以通过点击屏幕顶部的【查看报告】来检查这一点。然后点击【城市状态】。 常见问题 问:是否有正在进行的贸易协议概览? 答:没有,目前无法查看正在交易的资源。 特别感谢 以下是为本指南指出问题或提供有用信息的人员名单: KrikkitTwo Lord Yanaek Playshogi 咖啡的发明者
2026-02-15 22:00:13 发布在
席德·梅尔的文明®VI
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