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 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 Crime or 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:
Abduction affects your Tourism.
Corruption affects your Gold.
Drug Abuse affects your Health.
Fraud affects your Science.
Heresy affects your Faith.
Sabotage affects your Defense.
Theft affects your Production.
Treason affects your Happiness.
Vandalism affects your Culture.
Violence affects your Food.
In addition, Crime is generated from the following sources:
+0.25 per Great Work.
+0.34 per Specialist.
Organized Crime
A sub-feature of Crime is the emergence of an Organized Crime. An Organized Crime emerges when two specific Crimes reach 50% of your Crime breakdown, if the city has at least 5 Population and is not in 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.
Unhappiness from number of Cities doubled. Unhappiness from number of Citizens halved. Crime from Violence reduced by 25%.
National Wonders
Icon
Wonder
Effects
Requirements
Artist's Guild
-15% Vandalism.
Must have researched Guilds.
Musician's Guild
-15% Vandalism.
Must have researched Acoustics.
National Intelligence Agency
Increases the threshold for Organized Crime by +10%.
Must have researched Radio
Must have a Police Station in all Cities.
Writer's Guild
-15% Vandalism.
Must have researched Drama and Poetry.
Policies
Policy
Branch
Effect
Commonwealth (Republic)
Liberty
-15% Theft in all cities.
Decriminalization
Freedom
-20% Drug Abuse,[6] Treason, and Vandalism in all cities.
Scientific Revolution
Rationalism
-15% Fraud in all cities.
Secret Police
Autocracy
-20% Heresy, Treason, and Violence in all cities.
Worker Councils
Order
-20% Fraud, Theft, and Treason in all cities.
Resolutions
Resolution
Type
Effect
International Criminal Court
World Project
+20%/15%/5% Organized Crime threshold
Wonders
Icon
Wonder
Effects
Requirements
Pentagon
Gold cost of upgrading military units reduced by 33%.
-33% Abduction and Violence.
Must have researched Combined Arms.
Uffizi
Eliminates Crime from Great Works in this city.
Must have researched Architecture.
White Tower
Provides a free Castle in the city.
Eliminates Crime from Treason in all cities.
Must have researched Metal Casting.
Colonies
Cities founded a certain distance from your Capital or with a Colonist will become Colonies instead. Colonies act not disimilarly to puppets, in that they do not contribute to Social Policy or National Wonder costs and you cannot control 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 Population, extra Tiles, and a range of Buildings.
Beliefs
Belief
Type
Effect
Mission Colonies
Reformation
Use Faith to purchase Colonists, Settlers, and Workers starting in Industrial Era. Colonies begin with a free Missionary when first settled.
Civilizations
The Netherlands (William)
Dutch East India Company Colonies begin with a Worker and claim nearby Resources when founded. Retains 50% of the Happiness benefits from a Luxury resource if your last copy is traded away.
National Wonders
Icon
Wonder
Effects
Requirements
East India Company
+4 Gold from each Colony.
Must have researched Economics.
National Treasury
+4 Gold for incoming Trade Routes.
Must have researched Guilds
Must have Markets in all Cities.
Units
Icon
Name
Effect
Requirements
Colonist
Founds cities with advanced infrastructure.
Must have researched Navigation.
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
Pena National Palace
Each Governor's Mansion in the empire produces +1 Happiness and +4 Culture.
Loyalty and Disloyalty are the measurement of a city's compliance to the empire. By default, 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, with each but the Neutral level contributing toward a meter which, when filled, triggers a particular event before resetting.
Naval Units stationed in cities increase 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
Happiness is the measurement of a city's attractiveness, and is used to offset Unhappiness, which may lead to Resistance, and to boost Production. It is a counterpart to Health (see below).
Excess Happiness directly contributes to Production, bypassing penalties resulting from Theft or Military Supply-limit, and can be accumulated from the following sources:
Local Happiness from Buildings.
Global Happiness divided by the number of Cities (not just excess).
Excess Unhappiness, on the other hand, contributes toward a meter which, when filled, will send the city into a period of Resistance. Unhappiness is calculated from your city's Population.
Health
Health is the measurement of a city's viability for habitat, and is used to offset Disease, which may lead to a Plague, and to boost Food. It is a counterpart to Happiness (see above).
Excess Health directly contributes to Food, bypassing penalties resulting from Violence or Global Unhappiness. It also increases the threshold at which Plagues strike.
Excess Disease, on the other hand, contributes toward a meter which, when filled, will send the city into a period of Plague, which causes a unit to become plagued (-5 HP per turn; can spread to other Units), lowers the city's Defense and causes all Citizens to consume 1 additional Food. It can be accumulated from the following sources:
+1 Disease per Population.
+20% of the Disease of Cities on Trade Routes.
+20% Disease from City Connections if the Capital is Plagued.
Beliefs
Belief
Type
Effects
God of Medicine
Pantheon
+1 Faith and +1 Health from Herbalists.
Healing Vapors
Pantheon
+1 Health from Flood Plains and Marsh.
One with Nature
Pantheon
+2 Faith and +2 Health on Natural Wonders.
Shamanism
Follower
Doctor Specialists yield +1 Health and +1 Faith.
Buildings
Icon
Building
Effects
Requirements
Airport
+3 Disease
Must have researched Radar.
Aqueduct
+1 Health on Lake and River Tiles.
Must have researched Engineering.
City must be near a river.
Apothecary
+3 Health.
1 Doctor Specialist.
Must have researched Medicine.
City must have a Herbalist.
Circus
+1 Disease.
Must have researched Trapping.
Cistern
+2 Health.
+1 Health on Lake Tiles.
40% of Food is carried over after a new Citizen is born.
+1 Faith, +1 Culture, and +1 Health on Incense, Saffron[10], and Wine.
Must have the Monasteries Belief/Must have researched Theology.[12]
Recycling Center
Eliminates Disease from Buildings.
Must have researched Ecology.
Stone Works
+1 Disease.
Must have researched Calendar.
Supermarket
+1 Health on each local source of Cattle, Deer, Fish, Sheep, Wheat, Banana, and Bison.
Must have researched Refrigeration.
Features
Feature
Effects
Fallout
+5 Disease
Flood Plains
+1 Disease
Jungle
+1 Disease
Marsh
+1 Disease
Oasis
+2 Health
Improvements
Feature
Effects
Quarry
+1 Disease
Oil Platform1
+1 Disease
Oil Well
+1 Disease
Polder
+2 Health
+2 Food
Sanatorium
+4 Health
National Wonders
Icon
National Wonder
Effects
Requirements
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 Health
+4 Happiness
Lake Victoria
+2 Health
+4 Food
Policies
Policy
Branch
Effect
Opener
Tradition
A free Aqueduct or Cistern in your first four cities.
Opener
Piety
Allows Faith purchasing of Great Doctors.
Organized Religion
Piety
+1 Faith and +1 Health from Shrines and Temples.
Universal Healthcare
Autocracy/Freedom/Order
-22% Disease from Population.
Resources
Icon
Resource
Effects
Citrus
+1 Health (replaces Gold yield).
Ginger
+1 Health (replaces Gold yield).
Opium
+1 Disease with Plantation.
Pearls
+1 Health with Fishing Boats.
Salt
+1 Health (replaces Food yield).
Tobacco
+1 Disease with Plantation.
Specialists
Icon
Specialist
Effects
Requirements
Doctor
+3 Health
3 Great Doctor Points
City must have a Apothecary.
City must have a Hospital.
Technologies
Icon
Tech
Unlocks
Requirements
Biology
+1 Health from Sanatoriums
Trade Route moved to Steam Power
Must have researched Archaeology.
Must have researched Scientitific Theory.
Medicine
Apothecary
Garden
Angkor Wat
Extends the length of Sea Trade Routes (moved from Compass)
Must have researched Philosophy.
Units
Icon
Unit
Effects
Great Doctor
May be expended to increase Population in all Cities by +1.
May be expended to instantly cure Plague in all Cities.
Can build Sanatorium.
Wonders
Icon
Wonder
Effects
Requirements
Alhambra
+1 Health.
2 Great Doctor Points.
Must have unlocked the Piety tree.
Must have researched Chivalry.
Angkor Wat
+2 Health
+2 Faith
+2 Health on Holy Sites.
Must have researched Medicine.
Chichen Itza
+2 Health.
Must have researched Civil Service.
Great Wall
Provides a free Wall in all cities.
Must have researched Iron Working.
Hanging Gardens
+3 Health.
+1 Health on all Gardens.
Free Garden in this city.
2 Great Doctor Points.
Must have researched Mathematics.
Pont du Gard
2 Great Engineer Points.
Free Aqueduct in this city.
+25% of Excess Health is stored as Food each turn.
Must have researched Engineering.
City must be on a river.
Temple of Artemis
+2 Health.
2 Great Doctor Points.
Must have researched Archery..
Investments
Investments are a replacement for 'rush-buying' Buildings and (TBD) mechanized Units with Gold. When you spend Gold on a Building, it now reduces its 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
Investments further reduce Production cost by 15%.
Power
Power is a new Strategic Resource required and produced by certain Buildings. Most late-game Buildings that do not produce Power will now require it. In addition, the Workshop requires Power.
Buildings
Icon
Buildings
Effects
Requirements
Blast Furnace
+1 Disease
+2 Engineer Specialists
+2 Production
Must have researched Industrialization.
2 Iron.
Coal Station
+2 Disease
+2 Power
+2 Production
+1 Disease from Coal.
Must have researched Steam Power.
2 Coal.
Factory
2 Engineer specialists removed.
Must have researched Industialization.
Horse Mill
+1 Power
+2 Production
Must have researched Machinery.
2 Horse.
Hydro Plant
+3 Power
Must have researched Electricty.
City must be on a River.
Nuclear Plant
+3 Power
Must have researched Nuclear Fission.
Oil Refinery
+2 Disease
+2 Power
+2 Production
+1 Disease from Oil.
Must have researched Steam Power.
2 Oil.
Solar Plant
+3 Power
Must have researched Ecology.
Watermill
+1 Power
Must have researched The Wheel.
Windmill
+2 Power
Must have researched Economics.
Wind Farm
+2 Power
+1 Production
Must have researched Replaceable Parts.
2 Aluminum.
Wonders
Icon
Wonder
Effects
Requirements
Three Gorges Dam
+10 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
Municipality
City Bombard Range: 1
Levies begin with 25% of the city's XP.
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/ Culture Tile costs.
+1 Gold on Villages.
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/ Culture Tile costs (excludes Capital).
+1 Gold on Villages
+2 Gold on Towns.
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 on Villages
+2 Gold on Towns.
Colony
City Bombard Range: 2
+1 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 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 Rebellious or Separatist. Levies are available once you research Civil Service.
Beliefs
Belief
Type
Effect
Religious Settlements
Pantheon
+1 Faith on Trading Posts, Villages, and Towns.
Improvements
Improvement
Effects
Requirements
Trading Post
+1 Gold
Trapping.
Village
+1 Gold
Trading Post, worked for 15 turns.
Town
+1 Gold
Village, worked for 30 turns.
Note: These Improvements are not featured if using the CBP.
National Wonders
Icon
Building
Effects
Requirements
Assembly
+2 Defense.
+5 City Hit Points.
Upgrades the Province to Municipality level.
Automatically constructed.
None.
Manor
+1 Culture
+5 Defense.
+15 City Hit Points.
Upgrades the Province to County level.
City must have an Assembly
City Connection
10 Population OR,
8 Improved Tiles
Mansion
+1 Culture
+10 Defense.
+25 City Hit Points.
Upgrades the Province to State level.
City must have a Manor
City Connection
20 Population OR,
16 Improved Tiles
Policies
Policy
Branch
Effect
Finisher
Commerce
+1 Gold from every Trading Post, Village, and Town.
Free Thought
Rationalism
+1 Science from every Trading Post, Village, and Town.
Mobilization
Autocracy
Receive an additional Levy Unit whenever one is conscripted.
May be expended to instantly upgrade a city's Province level.
Slavery
Slavery is an alternative means of purchasing Units, by expending the new Shackles resource, accumulated through conquest, trade, and clearing Barbarian Encampments. By default, it replaces Gold Purchasing of non-Mechanized Military Units outright.
Units purchased with 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 Shackles:
+1 Shackles for every Citizen when enslaving a City (a new capture option).
+3-10 Shackles for every Barbarian Encampment cleared/ Tribe Annexed[14].
+1-3 Shackles for every unit captured.
+0.15 Shackles per turn on Trade Routes to a Puppeted or Occupied City.
+0.1 Shackles per turn on Trade Routes to Militaristic City-States.
If Happiness is enabled, purchasing a Slave Unit will contribute toward the city's Resistance counter.
Beliefs
Belief
Type
Effect
God of War
Pantheon
+50% Shackles from clearing Barbarian Encampments
Human Sacrifices
Pantheon
Gain Faith for each enemy unit killed within 4 tiles of the city
Resolutions
Resolution
Type
Effect
Declaration of Human Rights
World Project
Forbids Shackles from all sources.
+10/5/3 Happiness.
Resources
Icon
Resource
Type
Effects
Shackles
Strategic
May be expended on Military Units and certain Decisions.
Units
Icon
Unit
Effects
Requirements
Janissary
Cheaper Shackle Cost.
Must have researched Rifling.
Peasant
May be upgraded into a Worker.
75% Work Rate.
Must have researched Agriculture.
Slave Worker
May only be purchased with Shackles.
Cost no Maintenance.
May be upgraded into a Worker.
100% Work Rate.
May not build Roads/Railroads/Repair.
Must have researched Agriculture.
Worker
Costs 1 Maintenance.
150% Work Rate.
May build Villages.
Must have researched Industrialization.
Wonders
Icon
Unit
Effects
Requirements
Stone Town
+1 Trade Route
Increases number of Shackles generated from 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.