Sid Meier's Civilization VI

Sid Meier's Civilization VI

Housing and Amenity Adjustments
13 Comments
PunishedSkull Jun 29, 2022 @ 3:16pm 
@storm, it seems to have a different ID for me
STuRoK Oct 17, 2021 @ 10:20pm 
For those that don't like the amenity change, it's very simple to remove it yourself. Just open the "GameData1.xml" and change
<Replace Name="CITY_AMENITIES_FOR_FREE">
<Value>0</Value> ----> change back to "1" <Value>1</Value>
</Replace>
this file is located in the \SteamLibrary\steamapps\workshop\content\289070\1237173839
It's quit simple to edit any mod you want by opening the xml
Remove Sniper from TF2  [author] Feb 15, 2019 @ 6:12pm 
It affects roman bath, yes
Hoshi Dec 8, 2018 @ 7:21am 
Does it affect bathhouse?
danalea73 Mar 25, 2018 @ 10:39am 
love the housing changes, hate the amenity change. Hitting favorite to keep an eye out in case it changes, but not subscribing as is.
Remove Sniper from TF2  [author] Jan 2, 2018 @ 7:51am 
Well again, having some early cities displeased isn't a problem.

And I'm currently working on another mod that will change the way many buildings give their bonuses (for example, university no longer will give +4 science, it will instead give +1 science and +30% science modifier), so that having a good population matters more.
AOM Jan 1, 2018 @ 8:43pm 
Unless you want displeased cities in the early game, you will have to add more cities to get the amenities you need for that to not happen. I don't think that removing one amenity/city does much to affect the wide vs. tall issue either. Without a "wide" nation, you won't have the benefit of additional science districts, holy sites, and theater squares. The benefits of having multiples of those far outweigh the tiny benefit provided by a single amenity per city. As far as this affecting my opponents as much as it does me goes, I don't know whether that's true. I play against the AIs, and how the game handles their "displeased" cities isn't known to me. I don't know whether their cities even register displeasure at all. I think to allow a "tall" city scenario a lot more is needed and, the changes that would be required would significantly change the nature of the game. But whatever floats your boat :)
Remove Sniper from TF2  [author] Jan 1, 2018 @ 3:48pm 
First, the change is supposed to balance the "wide vs tall" types of play a bit, by removing one advantage of the "wide" style, that is: a free amenity in all cities (wide empires have more cities, therefore they benefit more from those free amenities).

And I understand that you may not like to have the "insufficient amenities" warning symbol on your cities from the start. But the cities will still grow fairly quickly in the start despite the -15% food modifier, and the removal of amenities affect your opponents as well, meaning that they are not any more "efficient" than you are.
AOM Jan 1, 2018 @ 3:44pm 
I prefer to keep my cities functioning as efficiently as possible, especially during the critical early game period. This mod makes efficient city function at the beginning of the game just about impossible unless you chase amenities. I don't really see much benefit to that kind of game change. Everyone's play style is different I guess.
Remove Sniper from TF2  [author] Jan 1, 2018 @ 3:03pm 
AOM: Lacking one/two amenities in a city will give a -15% food modifier and a -5% other yields modifier, keeping a city content is far from top priority.

JMO: The changes does not make the game harder or easier, as they apply both to the AI and to the player. search after "civ 6 housing" for a complete list of all housing sources.
AOM Dec 28, 2017 @ 7:01am 
The amenities change made it so the 2nd city I placed was displeased from the start. I finished researching irrigation and set up 2 plantations in my 1st city which solved that problem. A few turns later, the second city was displeased again. I made a worker and set up a 3rd plantation (that one in the 2nd city). This solved the problem for a few turns. Then the 2nd city was displeased again. I had to make a settler, find a 4th unique luxury, and start a 3rd city to fix that. At that point, I took the mod out. I prefer to spend the beginning of the game focusing on military to keep the AIs from taking me out. With this mod, I was spending too much time making builders and looking for luxuries. Maybe it works later in the game, but the mod makes a luxury amenity focus basically obligatory at the start, and it doesn’t seem to allow placement of a city for strategic reasons alone early on.
JxSlayz666 Dec 27, 2017 @ 6:17pm 
so this makes the game a little harder? and how do I get more housing in general? Im new to CIV 6.
Killbot Dec 20, 2017 @ 2:09pm 
This mod sounds great, good on you!