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Cities in Development, or CID, is a mod aimed at deepening the experience of managing your internal affairs – specifically, those of your cities. It is composed of, at present, 9 distinct components, each focusing on a particular aspect of city management. For a general overview, please see here. For installation, see here.

This page collages this mod's changes.

Some of these changes may not be present with the Community Balance Patch.

Crimes

Crimes Crimes is a revision of the Building Maintenance system. As your infrastructure develops, so too will naturally expand the enterprise of crimes. In essence, Buildings now produce either Crimes Crime or Gold Maintenance, and Crime, unlike Maintenance, can affect any yield that your city produces. Use Buildings to deal with specific areas of crime, or strike a balance with the Jail, Constabulary, and Police Station.[1]

There are 10 Crimes Types:

  • CrimesCyan Abduction affects your Tourism Tourism.
  • CrimesYellow Corruption affects your Gold Gold.
  • CrimesPink Drug Abuse affects your HealthIcon Health.
  • CrimesBlue Fraud affects your Science Science.
  • CrimesWhite Heresy affects your FaithIcon Faith.
  • CrimeSilver Sabotage affects your Strength Defense.
  • CrimesOrange Theft affects your Production Production.
  • CrimesRed Treason affects your Happy Happiness.
  • CrimesPurple Vandalism affects your CultureIcon Culture.
  • CrimesGreen Violence affects your Food Food.

In addition, Crimes Crime is generated from the following sources:

  • +0.25 per Greatwork Great Work.
  • +0.34 per Specialist.

Organized Crime

A sub-feature of Crimes Crime is the emergence of an OrganizedCrime Organized Crime. An Organized Crime emerges when two specific Crimes reach 50% of your Crime breakdown, if the city has at least 5 Citizen Population and is not in Resistance Resistance. The best way to deal with Organized Crime is to increase the threshold at which it emerges, via the Prison Building and the ICC Resolution.

Buildings

Icon Buildings Effects Requirements
Burialtomb
Burial Tomb
  • -15% CrimesPurple Vandalism.
  • Must have researched Philosophy
Chancery-0
Chancery
  • -15% CrimesOrange Theft.
  • Must have researched Civil Service/Nobility[2]
Constabulary
Constabulary
  • -10%Crimes Crime.
  • Must have researched Banking/Jurisprudence[2]
  • City must have a Jail
Jail

Art by Janboruta

Jail
  • -10%Crimes Crime.
  • -15% CrimesGreen Violence.
  • Must have researched The Wheel/Code of Laws[2]
HighCourt

Art by Janboruta

High Court
  • -15% CrimesRed Treason.
  • Must have researched Banking/Jurisprudence[2]
  • City must have a Magistrate's Court
Hotel
Hotel
  • -15% CrimeSilver Abduction.
  • Must have researched Refrigeration
Hospital
Hospital
  • -15% CrimeLightBlue Drug Abuse.[3]
  • Must have researched Biology
Mint
Mint
  • -15% CrimesYellow Corruption.
  • Must have researched Currency
Monastery
Monastery
  • -15% CrimesWhite Heresy.
  • Must have Monasteries belief/Must have researched Theology[4]
Mudpyramidmosque
Mud Pyramid Mosque
  • Yields no Crimes Crime.
  • Must have researched Philosophy
  • City must have a Shrine
Policestation
Police Station
  • -10%Crimes Crime.
  • Must have researched Electricity/Nationalism[5]
  • City must have a Constabulary
Prison
Prison
  • Increases the threshold for OrganizedCrime Organized Crime by +10%.
  • Must have researched Electricity/Nationalism[5]
Satrapscourt
Satrap's Court
  • +2 Crimes Crime.
  • Must have researched Banking
  • City must have a Market
University
University
  • -15% CrimesBlue Fraud.
  • Must have researched Education
  • City must have a Library

Civilizations

India (Gandhi)
Gandhi

Art by Firaxis

Population Growth

Unhappiness Unhappiness from number of Cities doubled. Unhappiness Unhappiness from number of Citizens halved. Crimes Crime from CrimesGreen Violence reduced by 25%.

National Wonders

Icon Wonder Effects Requirements
Artists' guild (Civ5)

Art by Firaxis

Artist's Guild
  • -15% CrimesPurple Vandalism.
  • Must have researched Guilds.
MusiciansGuild

Art by Firaxis

Musician's Guild
  • -15% CrimesPurple Vandalism.
  • Must have researched Acoustics.
NationalIntelligenceAgency

Art by Firaxis

National Intelligence Agency
  • Increases the threshold for OrganizedCrime Organized Crime by +10%.
  • Must have researched Radio
  • Must have a Police Station in all Cities.
WritersGuild

Art by Firaxis

Writer's Guild
  • -15% CrimesPurple Vandalism.
  • Must have researched Drama and Poetry.

Policies

Policy Branch Effect
Commonwealth (Republic) Liberty
  • -15% CrimesOrange Theft in all cities.
Decriminalization Freedom
  • -20% CrimeLightBlue Drug Abuse,[6] CrimesRed Treason, and CrimesPurple Vandalism in all cities.
Scientific Revolution Rationalism
  • -15% CrimesBlue Fraud in all cities.
Secret Police Autocracy
  • -20% CrimesWhite Heresy, CrimesRed Treason, and CrimesGreen Violence in all cities.
Worker Councils Order
  • -20% CrimesBlue Fraud, CrimesOrange Theft, and CrimesRed Treason in all cities.

Resolutions

Resolution Type Effect
International Criminal Court World Project
  • +20%/15%/5% OrganizedCrime Organized Crime threshold

Wonders

Icon Wonder Effects Requirements
Pentagon (Civ5)

Art by Firaxis

Pentagon
  • Gold Gold cost of upgrading military units reduced by 33%.
  • -33% CrimeSilver Abduction and CrimesGreen Violence.
  • Must have researched Combined Arms.
Uffizi

Art by Firaxis

Uffizi
  • Eliminates Crimes Crime from Great Works in this city.
  • Must have researched Architecture.
TowerLondon

Art by Janboruta

White Tower
  • Provides a free Castle in the city.
  • Eliminates Crimes Crime from CrimesRed Treason in all cities.
  • Must have researched Metal Casting.

Colonies

Cities founded a certain distance from your Capital Capital or with a Colonist will become Colony Colonies instead. Colonies act not disimilarly to puppets, in that they do not contribute to CultureIcon Social Policy or National Wonder costs and you cannot control Production Production in them. However, unlike in a Puppet, you may still invest in Buildings, and purchase Tiles and Units. In addition, Colonies begin with 3 Citizen Population, extra Tiles, and a range of Buildings.

Beliefs

Belief Type Effect
Mission Colonies Reformation
  • Use FaithIcon Faith to purchase Colonists, Settlers, and Workers starting in Industrial Era. Colony Colonies begin with a free Missionary when first settled.

Civilizations

The Netherlands (William)
William-0

Art by Firaxis

Dutch East India Company
Colony Colonies begin with a Worker and claim nearby Resources when founded. Retains 50% of the Happy Happiness benefits from a Luxury resource if your last copy is traded away.

National Wonders

Icon Wonder Effects Requirements
East India Company
East India Company
  • +4 Gold Gold from each Colony Colony.
  • Must have researched Economics.
NationalTreasury
National Treasury
  • +4 Gold Gold for incoming Traderoute Trade Routes.
  • Must have researched Guilds
  • Must have Markets in all Cities.

Units

Icon Name Effect Requirements
Icon colonist 256

Art by Janboruta

Colonist
  • Founds cities with advanced infrastructure.
  • Must have researched Navigation.
Greatgeneral

Art by Firaxis

Great General
  • May establish Fort Colonies - a special type of Colony that begins with a Drill Academy and gains a Citadel.

Wonders

Icon Wonder Effects Requirements
JFD ColoniesLoyaltyWonders 256

Art by Sukritact

Pena National Palace
  • Each Governor's Mansion in the empire produces +1 Happy Happiness and +4 CultureIcon Culture.
  • Scientific Theory (Romanticism with EE[7]).

Development

See the in-game Civilopedia entry (for now).

Loyalty

Loyalty Loyalty and LoyaltyRed Disloyalty are the measurement of a city's compliance to the empire. By default, Loyalty Loyalty applies to all Cities, but in the UserSettings.sql file you may adjust this to only apply to certain types of city.

There are four levels to your Loyalty Loyalty, with each but the LoyaltySilver Neutral level contributing toward a meter which, when filled, triggers a particular event before resetting.

Level Threshold Rate Effects
Loyalty Patriotic 85-100% 2
  • City enters a 'We Love the King Day'.
  • -50% CrimesRed Treason[8]
LoyaltyAllegiant Allegiant 65%-84% 1
  • City enters a 'We Love the King Day'.
  • -25% CrimesRed Treason[8]
LoyaltySilver Neutral 35%-64% 0
  • N/A
LoyaltyYellow Rebellious 15%-34% 1
  • City spawns Rebel Units.
  • +25% CrimesRed Treason[8]
LoyaltyRed Separatist 0-14% 2
  • City defects to Barbarians or, if applicable, to its original founder.
  • +50% CrimesRed Treason[8]

The following sources of Loyalty Loyalty (and LoyaltyRed Disloyalty) are available:

  • Founded Cities
    • +30% Loyalty Loyalty from being the original founder.
  • Captured Cities (including those with a Courthouse)
    • Base Loyalty Loyalty begins at 0%.
    • +20% Loyalty Loyalty from Courthouse/Puppet status.
    • +30% Loyalty Loyalty if the Original Owner has been eliminated
    • +30% Loyalty Loyalty from Spy.
    • +3%/+2.5% LoyaltyRed Disloyalty per Citizen Population (Occupied/Puppet).
      • Decays by 0.1% per turn.
  • Colonies
    • +0.3% LoyaltyRed Disloyalty per Citizen Population for each tile between this colony and the Capital.

There are also a few common sources:

  • +1% LoyaltyRed Disloyalty per Citizen Population when in resistance.
  • +2% LoyaltyRed Disloyalty per Citizen Population when starving.
  • +3% LoyaltyRed Disloyalty per Citizen Population when razing.
  • +2% LoyaltyRed Disloyalty per Unemployed Citizen.
  • +1% LoyaltyRed Disloyalty per excess Unhappiness Unhappiness (with Happiness).
  • +1% LoyaltyRed Disloyalty per Ideological Unhappiness.
  • +1% Loyalty Loyalty per excess Happy Happiness (with Happiness).
  • +5% Loyalty Loyalty if the city has a Connection Connection.
  • +10% Loyalty Loyalty if the city has a garrison.

Buildings

Icon Buildings Effects Requirements
Barracks
Barracks
  • +10% Loyalty Loyalty
  • Must have researched Bronze Working.
Armory
Armory
  • +10% Loyalty Loyalty
  • Must have researched Steel.
Militaryacademy
Military Academy
  • +10% Loyalty Loyalty
  • Must have researched Military Science.

National Wonders

Icon Wonder Effects Requirements
East India Company
East India Company
  • -25% LoyaltyRed Disloyalty from distance for Colonies that are Connection connected to the Capital.
  • Must have researched Economics.
HeroicEpic
Heroic Epic
  • +10% Loyalty Loyalty in all Cities.
  • Must have researched Iron Working.

Policies

Policy Branch Effect
Military Caste Honor
  • Each City with a garrison increases Loyalty Loyalty by +5% per level.

Technologies

Icon Technology Unlocks Requirements
Nationalism-0

Art by Janboruta

Nationalism
  • Police Station
  • Prison[8]
  • Trafalgar Square
  • Must have researched Industrialization
  • Must have researched Scientific Theory

Wonders

Icon Wonder Effects Requirements
Trafalgar

Art by Sukritact

Trafalgar Square
  • Naval Units stationed in cities increase Loyalty Loyalty by 15%. A Great Admiral appears near the City where the wonder was built.
  • Must have researched Steam Power/Nationalism.
  • City must be on a Coast.

Happiness

Happy Happiness is the measurement of a city's attractiveness, and is used to offset Unhappiness Unhappiness, which may lead to Resistance Resistance, and to boost Production Production. It is a counterpart to Health (see below).

Excess Happy Happiness directly contributes to Production Production, bypassing penalties resulting from CrimesOrange Theft or Military Supply-limit, and can be accumulated from the following sources:

  • Local Happy Happiness from Buildings.
  • Global Happy Happiness divided by the number of Cities (not just excess).

Excess Unhappiness Unhappiness, on the other hand, contributes toward a meter which, when filled, will send the city into a period of Resistance Resistance. Unhappiness is calculated from your city's Citizen Population.

Health

HealthIcon Health is the measurement of a city's viability for habitat, and is used to offset Disease Disease, which may lead to a Plague, and to boost Food Food. It is a counterpart to Happiness (see above).

Excess HealthIcon Health directly contributes to Food Food, bypassing penalties resulting from CrimesGreen Violence or Unhappiness Global Unhappiness. It also increases the threshold at which Plague Plagues strike.

Excess Disease Disease, on the other hand, contributes toward a meter which, when filled, will send the city into a period of Plague Plague, which causes a unit to become plagued (-5 HP per turn; can spread to other Units), lowers the city's Strength Defense and causes all Citizens to consume 1 additional Food Food. It can be accumulated from the following sources:

  • +1 Disease Disease per Citizen Population.
  • +20% of the Disease Disease of Cities on Traderoute Trade Routes.
  • +20% Disease Disease from Connection City Connections if the Capital Capital is Plague Plagued.

Beliefs

Belief Type Effects
God of Medicine Pantheon
  • +1 FaithIcon Faith and +1 HealthIcon Health from Herbalists.
Healing Vapors Pantheon
  • +1 HealthIcon Health from Flood Plains and Marsh.
One with Nature Pantheon
  • +2 FaithIcon Faith and +2 HealthIcon Health on Natural Wonders.
Shamanism Follower
  • Doctor Specialists yield +1 HealthIcon Health and +1 FaithIcon Faith.

Buildings

Icon Building Effects Requirements
Airport

Art by Firaxis

Airport
  • +3 Disease Disease
  • Must have researched Radar.
Aqueduct

Art by Firaxis

Aqueduct
  • +1 HealthIcon Health on Lake and River Tiles.
  • Must have researched Engineering.
  • City must be near a river.
Apothecary

Art by Sukritact

Apothecary
  • +3 HealthIcon Health.
  • 1 Doctor Specialist.
  • Must have researched Medicine.
  • City must have a Herbalist.
Circus

Art by Firaxis

Circus
  • +1 Disease Disease.
  • Must have researched Trapping.
Cistern

Art by Janboruta

Cistern
  • +2 HealthIcon Health.
  • +1 HealthIcon Health on Lake Tiles.
  • 40% of Food Food is carried over after a new Citizen Citizen is born.
  • Must have researched Mathematics.
  • City must not be near a river.
Clothmill

Art by Janboruta

Cloth Mill[9]
  • +2 Disease Disease.
  • Must have researched Manufacturing.
Factory

Art by Firaxis

Factory
  • +2 Disease Disease.
  • +2 Disease Disease from Coal.
  • Must have researched Industrialization.
Floatinggardens

Art by Firaxis

Floating Gardens
  • +2 HealthIcon Health.
  • Must have researched The Wheel.
Forge

Art by Firaxis

Forge
  • +1 Disease Disease.
  • Must have researched Metal Casting.
GrainSilo

Art by Reedstilt

Grain Elevator
  • +5 Food Food.
  • Must have researched Railroad.
  • City must have a Granary.
Grocer

Art by Firaxis

Grocer
  • +1 HealthIcon Health on each local source of Spices, Sugar, Cocoa, and Vanilla[10].
  • Must have researched Guilds.
Harbor
Harbour
  • +1 HealthIcon Health on each local source of Fish, Crab, Whale, Pearls, and Coral[11].
  • Must have researched Compass.
Herbalist

Art by Sukritact

Herbalist
  • +2 HealthIcon Health.
  • +1 HealthIcon Health from Flood Plain and Jungle Tiles.
  • Must have researched Calendar.
Hospital

Art by Firaxis

Hospital
  • +5 HealthIcon Health.
  • 2 Doctor Specialists.
  • -33% Disease Disease from Citizen Population.
  • Must have researched Biology
  • City must have an Apothecary.
Researchlab

Art by Firaxis

Laboratory
  • +2 Disease Disease.
  • Must have researched Plastics.
Longhouse

Art by Firaxis

Longhouse
  • +1 Production Production and +1 HealthIcon Health on Forest Tiles.
  • Must have researched Metal Casting.
Mandir-0

Art by Barathor

Mandir
  • +1 FaithIcon Faith, +2 HealthIcon Health, 1 Greatwork Great Work of Art[4].
  • Must have the Mandirs Belief.
Medicallab

Art by Firaxis

Medical Lab
  • +2 HealthIcon Health.
  • Must have researched Penicilin.
Monastery

Art by Firaxis

Monastery
  • +1 FaithIcon Faith, +1 CultureIcon Culture, and +1 HealthIcon Health on Incense, Saffron[10], and Wine.
  • Must have the Monasteries Belief/Must have researched Theology.[12]
Recyclingcenter

Art by Firaxis

Recycling Center
  • Eliminates Disease Disease from Buildings.
  • Must have researched Ecology.
Stoneworks

Art by Firaxis

Stone Works
  • +1 Disease Disease.
  • Must have researched Calendar.
Supermarket

Art by Firaxis

Supermarket
  • +1 HealthIcon Health on each local source of Cattle, Deer, Fish, Sheep, Wheat, Banana, and Bison.
  • Must have researched Refrigeration.

Features

Feature Effects
Fallout
  • +5 Disease Disease
Flood Plains
  • +1 Disease Disease
Jungle
  • +1 Disease Disease
Marsh
  • +1 Disease Disease
Oasis
  • +2 HealthIcon Health

Improvements

Feature Effects
Quarry
  • +1 Disease Disease
Oil Platform1
  • +1 Disease Disease
Oil Well
  • +1 Disease Disease
Polder
  • +2 HealthIcon Health
  • +2 Food Food
Sanatorium
  • +4 HealthIcon Health

National Wonders

Icon National Wonder Effects Requirements
RedCross

Art by Janboruta

Red Cross
  • Grants Medic promotion to Units trained in this City.
  • Increases Plague threshold by 25% in all Cities.
  • Must have researched Biology.
  • Must have Hospitals in all Cities.

Natural Wonders

Natural Wonder Effects
Fountain of Youth
  • +6 HealthIcon Health
  • +4 Happy Happiness
Lake Victoria
  • +2 HealthIcon Health
  • +4 Food Food

Policies

Policy Branch Effect
Opener Tradition
  • A free Aqueduct or Cistern in your first four cities.
Opener Piety
  • Allows FaithIcon Faith purchasing of Great Doctors.
Organized Religion Piety
  • +1 FaithIcon Faith and +1 HealthIcon Health from Shrines and Temples.
Universal Healthcare Autocracy/Freedom/Order
  • -22% Disease Disease from Citizen Population.

Resources

Icon Resource Effects
Citrus

Art by Firaxis

Citrus
  • +1 HealthIcon Health (replaces Gold Gold yield).
Ginger

Art by Sukritact

Ginger
  • +1 HealthIcon Health (replaces Gold Gold yield).
Opium

Art by Sukritact

Opium
  • +1 Disease Disease with Plantation.
Pearls

Art by Firaxis

Pearls
  • +1 HealthIcon Health with Fishing Boats.
Salt

Art by Firaxis

Salt
  • +1 HealthIcon Health (replaces Food Food yield).
Tobacco

Art by Barathor

Tobacco
  • +1 Disease Disease with Plantation.

Specialists

Icon Specialist Effects Requirements
Doctor
Doctor
  • +3 HealthIcon Health
  • 3 Greatperson Great Doctor Points
  • City must have a Apothecary.
  • City must have a Hospital.

Technologies

Icon Tech Unlocks Requirements
Biology

Art by Firaxis

Biology
  • +1 HealthIcon Health from Sanatoriums
  • Traderoute Trade Route moved to Steam Power
  • Must have researched Archaeology.
  • Must have researched Scientitific Theory.
Medicine-0

Art by Janboruta

Medicine
  • Apothecary
  • Garden
  • Angkor Wat
  • Extends the length of Sea Trade Routes (moved from Compass)
  • Must have researched Philosophy.

Units

Icon Unit Effects
GreatDoctor

Art by Sukritact

Great Doctor
  • May be expended to increase Citizen Population in all Cities by +1.
  • May be expended to instantly cure Plague Plague in all Cities.
  • Can build Sanatorium.

Wonders

Icon Wonder Effects Requirements
Alhambra

Art by Firaxis

Alhambra
  • +1 HealthIcon Health.
  • 2 Greatperson Great Doctor Points.
  • Must have unlocked the Piety tree.
  • Must have researched Chivalry.
Angkorwat

Art by Firaxis

Angkor Wat
  • +2 HealthIcon Health
  • +2 FaithIcon Faith
  • +2 HealthIcon Health on Holy Sites.
  • Must have researched Medicine.
Chichenitza

Art by Firaxis

Chichen Itza
  • +2 HealthIcon Health.
  • Must have researched Civil Service.
Greatwall

Art by Firaxis

Great Wall
  • Provides a free Wall in all cities.
  • Must have researched Iron Working.
Hanginggardens

Art by Firaxis

Hanging Gardens
  • +3 HealthIcon Health.
  • +1 HealthIcon Health on all Gardens.
  • Free Garden in this city.
  • 2 Greatperson Great Doctor Points.
  • Must have researched Mathematics.
PontduGard-0

Art by Janboruta

Pont du Gard
  • 2 Greatperson Great Engineer Points.
  • Free Aqueduct in this city.
  • +25% of HealthIcon Excess Health is stored as Food Food each turn.
  • Must have researched Engineering.
  • City must be on a river.
Templeofartemis

Art by Firaxis

Temple of Artemis
  • +2 HealthIcon Health.
  • 2 Greatperson Great Doctor Points.
  • Must have researched Archery..

Investments

Investments are a replacement for 'rush-buying' Buildings and (TBD) mechanized Units with Gold Gold. When you spend Gold Gold on a Building, it now reduces its Production Production cost instead of outright completing it. For Buildings, this is a 50% reduction, whereas for Wonders this is a 25% reduction.

Policies

Policy Effects
Mercantilism
  • Invest Investments further reduce Production Production cost by 15%.

Power

Power Power is a new Strategic Resource required and produced by certain Buildings. Most late-game Buildings that do not produce Power Power will now require it. In addition, the Workshop requires Power Power.

Buildings

Icon Buildings Effects Requirements
SteelMill-0
Blast Furnace
  • +1 Disease Disease
  • +2 Engineer Specialists
  • +2 Production Production
  • Must have researched Industrialization.
  • 2 Iron Iron.
CoalStation
Coal Station
  • +2 Disease Disease
  • +2 Power Power
  • +2 Production Production
  • +1 Disease Disease from Coal Coal.
  • Must have researched Steam Power.
  • 2 Coal Coal.
Factory
Factory
  • 2 Engineer specialists removed.
  • Must have researched Industialization.
HorseMill

Art by Janboruta

Horse Mill
  • +1 Power Power
  • +2 Production Production
  • Must have researched Machinery.
  • 2 Horses Horse.
Hydroplant
Hydro Plant
  • +3 Power Power
  • Must have researched Electricty.
  • City must be on a River.
Nuclearplant
Nuclear Plant
  • +3 Power Power
  • Must have researched Nuclear Fission.
OilRefinery

Art by the CBP

Oil Refinery
  • +2 Disease Disease
  • +2 Power Power
  • +2 Production Production
  • +1 Disease Disease from Oil Oil.
  • Must have researched Steam Power.
  • 2 Oil Oil.
Solarplant
Solar Plant
  • +3 Power Power
  • Must have researched Ecology.
Watermill
Watermill
  • +1 Power Power
  • Must have researched The Wheel.
Windmill
Windmill
  • +2 Power Power
  • Must have researched Economics.
WindFarm

Art by the CBP

Wind Farm
  • +2 Power Power
  • +1 Production Production
  • Must have researched Replaceable Parts.
  • 2 Aluminum Aluminum.

Wonders

Icon Wonder Effects Requirements
ThreeGorges

Art by Firaxis

Three Gorges Dam
  • +10 Power Power
  • Free Hydro Plant in the city.
  • Must have researched Ecology.
  • City must be on a river.

Provinces

Provinces are a measurement of a city's territorial development and offer unique benefits as they increase in level.

Provinces

Icon Province* Effects
Barony Municipality
  • City Bombard Range: 1
  • Levies begin with 25% of the city's XP.
County County
  • City Bombard Range: 2
  • Levies begin with 50% of the city's XP.
  • Gain 1 Melee/Gun Unit at the outbreak of a defensive war.
  • -10% Gold Gold/CultureIcon Culture Tile costs.
  • +1 Gold Gold on Villages.
Duchy State
  • City Bombard Range: 3
  • Levies begin with 100% of the city's XP.
  • Gain 1 Melee/Gun Unit at the outbreak of a defensive war.
  • -30% Gold Gold/CultureIcon Culture Tile costs (excludes Capital).
  • +1 Gold Gold on Villages
  • +2 Gold Gold on Towns.
Capital-0
Capital
  • City Bombard Range: 3
  • Levies begin with 100% of the city's XP.
  • Gain 1 Melee/Gun Unit at the outbreak of a defensive war.
  • +1 Gold Gold on Villages
  • +2 Gold Gold on Towns.
Colony Colony
  • City Bombard Range: 2
  • +1 Gold Gold on Villages.

*Titles change according to Government/Social Policy/Religion/Culture/Civilization.

Levies

Levies are a sub-feature of Provinces. Levies are weaker (having only 50 HP), (Anti-Mounted) Melee and Gun Units that may be recruited by expending Citizen Population. They are also automatically created in each city when a war is declared against you - Levies spawned in this way will disband upon the conclusion of all current wars, but will not spawn if the city is LoyaltyYellow Rebellious or LoyaltyRed Separatist. Levies are available once you research Civil Service.

Beliefs

Belief Type Effect
Religious Settlements Pantheon
  • +1 FaithIcon Faith on Trading Posts, Villages, and Towns.

Improvements

Improvement Effects Requirements
Trading Post
  • +1 Gold Gold
  • Trapping.
Village
  • +1 Gold Gold
  • Trading Post, worked for 15 turns.
Town
  • +1 Gold Gold
  • Village, worked for 30 turns.

Note: These Improvements are not featured if using the CBP.

National Wonders

Icon Building Effects Requirements
Assembly-0

Art by Barathor and DJSHenninger

Assembly
  • +2 Strength Defense.
  • +5 Strength City Hit Points.
  • Upgrades the Province to Barony Municipality level.
  • Automatically constructed.
  • None.
Expscen buildingportraits256

Art by Firaxis

Manor
  • +1 CultureIcon Culture
  • +5 Strength Defense.
  • +15 Strength City Hit Points.
  • Upgrades the Province to County County level.
  • City must have an Assembly
  • City Connection
  • 10 Population OR,
  • 8 Improved Tiles
Buda 256-0

Art by Sukritact

Mansion
  • +1 CultureIcon Culture
  • +10 Strength Defense.
  • +25 Strength City Hit Points.
  • Upgrades the Province to Duchy State level.
  • City must have a Manor
  • City Connection
  • 20 Population OR,
  • 16 Improved Tiles

Policies

Policy Branch Effect
Finisher Commerce
  • +1 Gold Gold from every Trading Post, Village, and Town.
Free Thought Rationalism
  • +1 Science Science from every Trading Post, Village, and Town.
Mobilization Autocracy
  • Receive an additional Levy Unit whenever one is conscripted.

Technologies

Icon Technology Effects
CivilService

Art by Firaxis

Civil Service
  • Allows Levies.
  • Open Borders moved to Guilds.
Gunpowder

Art by Firaxis

Gunpowder
  • City bombard ignores obstacles.

Units

Icon Unit Effects
Magistrate

Art by Janboruta

Great Magistrate[13]
  • May be expended to instantly upgrade a city's Province level.

Slavery

Slavery is an alternative means of purchasing Units, by expending the new Slavery Shackles resource, accumulated through conquest, trade, and clearing Barbarian Encampments. By default, it replaces Gold Gold Purchasing of non-Mechanized Military Units outright.

Units purchased with Slavery Shackles begin with the 'Enslaved' promotion, reducing their ability to generate XP by 50% and increasing their upgrade costs by 100%. They also do not begin with any XP normally provided by the city. However, they may move immediately after purchase.

There are three primary sources of Slavery Shackles:

  • +1Slavery Shackles for every Citizen Citizen when enslaving a City (a new capture option).
  • +3-10 Slavery Shackles for every Barbarian Encampment cleared/Tribes Tribe Annexed[14].
  • +1-3 Slavery Shackles for every unit captured.
  • +0.15 Slavery Shackles per turn on Traderoute Trade Routes to a Puppeted or Occupied City.
  • +0.1 Slavery Shackles per turn on Traderoute Trade Routes to Militaristic City-States.

If Happiness is enabled, purchasing a Slave Unit will contribute toward the city's Resistance Resistance counter.

Beliefs

Belief Type Effect
God of War Pantheon
  • +50%Slavery Shackles from clearing Barbarian Encampments
Human Sacrifices Pantheon
  • Gain FaithIcon Faith for each enemy unit killed within 4 tiles of the city

Resolutions

Resolution Type Effect
Declaration of Human Rights World Project
  • Forbids Slavery Shackles from all sources.
  • +10/5/3 Happy Happiness.

Resources

Icon Resource Type Effects
Slaves

Art by Leugi

Shackles Strategic
  • May be expended on Military Units and certain Decisions.

Units

Icon Unit Effects Requirements
Janissary

Art by Firaxis

Janissary
  • Cheaper Slavery Shackle Cost.
  • Must have researched Rifling.
Worker

Art by Firaxis

Peasant
  • May be upgraded into a Worker.
  • 75% Work Rate.
  • Must have researched Agriculture.
SlaveWorker

Art by Leugi

Slave Worker
  • May only be purchased with Slavery Shackles.
  • Cost no Maintenance.
  • May be upgraded into a Worker.
  • 100% Work Rate.
  • May not build Roads/Railroads/Repair.
  • Must have researched Agriculture.
Worker postind

Art by Firaxis

Worker
  • Costs 1 Maintenance.
  • 150% Work Rate.
  • May build Villages.
  • Must have researched Industrialization.

Wonders

Icon Unit Effects Requirements
StoneTown

Art by Sukritact

Stone Town
  • +1 Traderoute Trade Route
  • Increases number of Slavery Shackles generated from Traderoute Trade Routes by 20%.
  • City must be on a Coast.
  • Must have researched Navigation.

Misc.

There are a number of miscellaneous features included in this mod.

Install Satellite

When conquering a City-State, you may now choose to 'Install Satellite,' which immediately liberates the City-State and increases your Influence with them. However, you still receive the Warmonger penalty from conquering the City-State.

Improvements

Improvement Effect
Feitoria
  • Grants vision to nearby tiles.
Fort
  • Grants vision to nearby tiles.

Full Credits List

CivFanatics Homepage
Latest Version: 57
Last Updated: 11 January 2017


  • Author: JFD
  • Artwork: Janboruta, Sukritact, Barathor, Reedstilt, DJSHenninger
  • Research: Pouakai, Huehueteotl, Idvhl
  • Design: FramedArchitect (some ideas inspired from Health & Plague), TofuSojo (some ideas from Trading Posts Grow Into Towns[15]), Chrisy15, Kesler
  • Feedback/Beta Testing: Chrisy15, Kesler, TranquilSilence, Janboruta
  • Mod Components: Whoward[16][17][18][19][20]

References

  1. JFD's Cities in Development: Overview
  2. 2.0 2.1 2.2 2.3 Requires Claims
  3. Requires Health.
  4. 4.0 4.1 Requires Piety.
  5. 5.0 5.1 Requires Sovereignty
  6. CrimeSilver Abduction without Health.
  7. Enlightenment Era
  8. 8.0 8.1 8.2 8.3 8.4 With Crimes.
  9. Require's Enlightenment Era.
  10. 10.0 10.1 With JFD's Exploration Continued Expanded.
  11. With Barathor's More Luxuries.
  12. With JFD's Rise to Power: Piety.
  13. Requires JFD's Rise to Power
  14. With JFD's ExCE.
  15. Trading Posts Grow into Towns
  16. UI - Enhanced Rankings
  17. UI - Improved City Banner
  18. UI - Trade Routes Enhancements
  19. UI - Improved Production Queue
  20. UI - Condensed Promotions

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