Civilization VI: How to Increase Housing?

Released in October 2016, Sid Meyer’s CIVILIZATION VI is available on Windows, macOS, Nintendo Switch, Playstation 4, and Xbox One. The main objective of the gameplay is to build a civilization as a whole and keep the people happy. The player can do so by building houses, gathering amenities, improving the technology of the city by using the Technology Tree, creating a healthier relationship with the people with the help of the Civics Tree. Our today’s guide will assist the players to increase Housing.

Some other elements of the gameplay involve battles with other players or computer-generated opponents. If the people in your city are not happy, they may revolt as well. Defend your city with the help of the military forces you have built. Technical superiority and cultural relationships also play an essential role. Now when talking about the city, it should be noted that in Civilization VI, it is essential to build Housing. And our today’s guide focuses primarily on this. So here, we will guide you on how you can increase Housing in the game. Let’s get started.

Civilization 6: How to Increase Housing?

How to Increase Housing in Civilization VI?

Amenities and Housing are the most important things to be kept in mind while building the cities. Facilities keep your population happy and also crucial to growing your cities.

Cities have a soft limit to the number of people who can live there called Housing. For every population in the city, you will need at least one Housing to keep growing. For every two populations, you’ll need one Amenity to stay happy, and for every three populations, you can build a new district in that city. Keep your citizens well-fed, housed, and comfortable, and your empire will flourish. If you don’t pay attention to Housing, you may miss out on some of your city’s fullest potential, giving you fewer workers and smaller yields each turn.

Cities with access to freshwater start with more Housing than cities in other locations.

You can add Housing to your city through Buildings and Districts, primarily through the Aqueduct and the Neighborhood as well as through Policies and Religious beliefs.

Here is a list of some places where you can find Housing

Buildings

  • Palace: Contribute to +1 in Housing
  • Granary: Contribute to +2 in Housing
  • Sewer: Contribute to +2 in Housing

Campus

  • University: Contribute about +1 in Housing
  • Madrasa: Contribute about +1 in Housing

Encampment

  • Barracks: Add up +1 in Housing
  • Stable: Adds about +1 in Housing
  • Military Academy: Adds up to +1 in Housing

Harbor

  • Lighthouse: Contributes only +1 in Housing
  • Seaport: Contributes +1 for Housing

Holy Site:

  • Pagoda: Adds about +1 to Housing this Requires the Pagoda Worship Centre to be built

Government and Policies

  • Monarchy: It adds +2 Housing in all the cities with at least a single Medieval Wall.
  • Insulae: This contributes to +1 Housing in cities with at least two or more cities.
  • Medina Quarter: This adds about +2 in Housing if cities have at least three districts in them.
  • New Deal: Offers about +4 in Housing, +2 in Amenities, and +1 in Gold, where cities have at least three districts.

Districts:

  • Aqueduct: Raises the Housing bonus from water by up to + 2 or up to + 6, anyone which is higher
      • Effectively this makes +4 in Housing for no water and +3 in Housing for coastal water also +2 in Housing for freshwater.
  • Bath: It provides the same as the Aqueduct combined with an addition of +2 in Housing and +1 in Amenity regardless of the city having freshwater or not.
  • Neighborhood: Provides +X Housing dependent on the Appeal of the tile it’s placed on.
      • Disgusting +2, Uninviting +3, Average +4, Charming +5, Breathtaking +6.
  • Brazil’s Unique Ability, Amazon: Rainforests provide +1 Housing to adjacent Neighborhoods.
  • Mbanza: Provides +5 Housing, +2 Food, and +4 Gold, regardless of Appeal.

Improvements

  • Camps, Farms, Fishing Boats, Pastures, and Plantations all give +0.5 for Housing.
  • Stepwells provide +1 in Housing, and an additional +1 in Housing after Sanitation is researched.

Water and Settling

  • 2 Base Housing, regardless of where you decide to settle.
  • If you are settling near fresh water, there will be +3 in Housing, and if you settle near a source of clean water, there will be +2 in the same.
  • If you are settling near the coast, you get +1 in Housing if you settle near the beach, whichever is higher be taken into consideration.
  • Mohenjo-Daro Suzerain Bonus: All cities get their +3 in Housing bonus as if they were founded nearby freshwater.

Great People

  • Mimar Sinan (Great Engineer): Provides +1 in Housing, and +1 in Amenity for a city, two charges.
  • John Roebling (Great Engineer): Provides +2 in Housing, and +1 Amenity for a city, two charges.
  • Jane Drew (Great Engineer): Provides +4 in Housing, and +3 in  Amenities for a city, one charge.

However, it must be noted that here food plays an important role as when there is food, settlers will arrive. Building houses in Civilisation VI is somewhat tricky yet interesting. Try out the given methods to increase your housing experience. That’s all we had for you to increasing Housing in Civilization VI. We hope our guide helped you. If you think the same, then go and check out our latest iPhone Tips and TricksPC tips and tricksGames and Android Tips, and Tricks. Moreover, you may also subscribe to our very own YouTube Channel and participate in the $150 giveaway contest. However, if you have any queries or feedback, do comment down below with your name and e-mail ID. Happy gaming!

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.