This article describes a component of JFDLC! JFDLC is no longer undergoing development as a unified mod package, and information on this page is likely to be obsolete. For more up-to-date information on JFD's gameplay mods, see JFD's Rise to Power.
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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 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:
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:
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.
Buildings[]
Icon | Buildings | Effects | Requirements |
---|---|---|---|
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Burial Tomb |
| |
![]() |
Chancery |
| |
![]() |
Constabulary |
| |
![]() Art by Janboruta |
Jail |
| |
![]() Art by Janboruta |
High Court |
| |
![]() |
Hotel |
| |
![]() |
Hospital |
|
|
![]() |
Mint |
| |
![]() |
Monastery |
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![]() |
Mud Pyramid Mosque |
| |
![]() |
Police Station |
| |
![]() |
Prison |
| |
![]() |
Satrap's Court |
| |
![]() |
University |
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Civilizations[]
India (Gandhi)
|
---|
![]() Art by Firaxis
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National Wonders[]
Policies[]
Policy | Branch | Effect |
---|---|---|
Commonwealth (Republic) | Liberty | |
Decriminalization | Freedom |
|
Scientific Revolution | Rationalism | |
Secret Police | Autocracy | |
Worker Councils | Order |
Resolutions[]
Resolution | Type | Effect |
---|---|---|
International Criminal Court | World Project |
Wonders[]
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 |
Civilizations[]
National Wonders[]
Icon | Wonder | Effects | Requirements |
---|---|---|---|
![]() |
East India Company |
| |
![]() |
National Treasury |
|
Units[]
Wonders[]
Icon | Wonder | Effects | Requirements |
---|---|---|---|
![]() Art by Sukritact |
Pena National Palace |
|
Development[]
See the in-game Civilopedia entry (for now).
Loyalty[]
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.
Level | Threshold | Rate | Effects |
---|---|---|---|
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85-100% | 2 |
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65%-84% | 1 |
|
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35%-64% | 0 |
|
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15%-34% | 1 |
|
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0-14% | 2 |
|
The following sources of Loyalty (and
Disloyalty) are available:
- Captured Cities (including those with a Courthouse)
There are also a few common sources:
- +1%
Disloyalty per
Population when in resistance.
- +2%
Disloyalty per
Population when starving.
- +3%
Disloyalty per
Population when razing.
- +2%
Disloyalty per Unemployed Citizen.
- +1%
Disloyalty per excess
Unhappiness (with Happiness).
- +1%
Disloyalty per Ideological Unhappiness.
- +1%
Loyalty per excess
Happiness (with Happiness).
- +5%
Loyalty if the city has a
Connection.
- +10%
Loyalty if the city has a garrison.
Buildings[]
Icon | Buildings | Effects | Requirements |
---|---|---|---|
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Barracks |
| |
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Armory |
| |
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Military Academy |
|
National Wonders[]
Icon | Wonder | Effects | Requirements |
---|---|---|---|
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East India Company |
| |
![]() |
Heroic Epic |
|
Policies[]
Policy | Branch | Effect |
---|---|---|
Military Caste | Honor |
Technologies[]
Icon | Technology | Unlocks | Requirements |
---|---|---|---|
![]() Art by Janboruta |
Nationalism |
|
|
Wonders[]
Icon | Wonder | Effects | Requirements |
---|---|---|---|
![]() Art by Sukritact |
Trafalgar Square |
|
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:
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 | |
Healing Vapors | Pantheon | |
One with Nature | Pantheon | |
Shamanism | Follower |
Buildings[]
Icon | Building | Effects | Requirements |
---|---|---|---|
![]() Art by Firaxis |
Airport |
| |
![]() Art by Firaxis |
Aqueduct |
| |
![]() Art by Sukritact |
Apothecary |
| |
![]() Art by Firaxis |
Circus |
| |
![]() Art by Janboruta |
Cistern |
| |
![]() Art by Janboruta |
Cloth Mill[9] |
| |
![]() Art by Firaxis |
Factory |
| |
![]() Art by Firaxis |
Floating Gardens |
| |
![]() Art by Firaxis |
Forge |
| |
![]() Art by Reedstilt |
Grain Elevator |
| |
![]() Art by Firaxis |
Grocer |
|
|
![]() |
Harbour |
|
|
![]() Art by Sukritact |
Herbalist |
| |
![]() Art by Firaxis |
Hospital |
| |
![]() Art by Firaxis |
Laboratory |
| |
![]() Art by Firaxis |
Longhouse |
| |
![]() Art by Barathor |
Mandir |
|
|
![]() Art by Firaxis |
Medical Lab |
| |
![]() Art by Firaxis |
Monastery |
|
|
![]() Art by Firaxis |
Recycling Center |
| |
![]() Art by Firaxis |
Stone Works |
| |
![]() Art by Firaxis |
Supermarket |
|
Features[]
Feature | Effects |
---|---|
Fallout | |
Flood Plains | |
Jungle | |
Marsh | |
Oasis |
Improvements[]
Feature | Effects |
---|---|
Quarry | |
Oil Platform1 | |
Oil Well | |
Polder | |
Sanatorium |
National Wonders[]
Natural Wonders[]
Natural Wonder | Effects |
---|---|
Fountain of Youth | |
Lake Victoria |
Policies[]
Policy | Branch | Effect |
---|---|---|
Opener | Tradition |
|
Opener | Piety | |
Organized Religion | Piety | |
Universal Healthcare | Autocracy/Freedom/Order |
Resources[]
Icon | Resource | Effects |
---|---|---|
![]() Art by Firaxis |
Citrus | |
![]() Art by Sukritact |
Ginger | |
![]() Art by Sukritact |
Opium | |
![]() Art by Firaxis |
Pearls | |
![]() Art by Firaxis |
Salt | |
![]() Art by Barathor |
Tobacco |
Specialists[]
Icon | Specialist | Effects | Requirements |
---|---|---|---|
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Doctor |
|
Technologies[]
Units[]
Icon | Unit | Effects |
---|---|---|
![]() Art by Sukritact |
Great Doctor |
Wonders[]
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 |
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[]
Wonders[]
Icon | Wonder | Effects | Requirements |
---|---|---|---|
![]() Art by Firaxis |
Three Gorges Dam |
|
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 |
|
![]() |
County | |
![]() |
State | |
![]() |
Capital | |
![]() |
Colony |
*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 |
Improvements[]
Improvement | Effects | Requirements |
---|---|---|
Trading Post |
| |
Village |
| |
Town |
|
Note: These Improvements are not featured if using the CBP.
National Wonders[]
Policies[]
Policy | Branch | Effect |
---|---|---|
Finisher | Commerce | |
Free Thought | Rationalism | |
Mobilization | Autocracy |
|
Technologies[]
Icon | Technology | Effects |
---|---|---|
![]() Art by Firaxis |
Civil Service |
|
![]() Art by Firaxis |
Gunpowder |
|
Units[]
Icon | Unit | Effects |
---|---|---|
![]() Art by Janboruta |
Great Magistrate[13] |
|
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 | |
Human Sacrifices | Pantheon |
Resolutions[]
Resolution | Type | Effect |
---|---|---|
Declaration of Human Rights | World Project |
Resources[]
Icon | Resource | Type | Effects |
---|---|---|---|
![]() Art by Leugi |
Shackles | Strategic |
|
Units[]
Wonders[]
Icon | Unit | Effects | Requirements |
---|---|---|---|
![]() Art by Sukritact |
Stone Town |
|
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 |
|
Fort |
|
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[]
- ↑ JFD's Cities in Development: Overview
- ↑ 2.0 2.1 2.2 2.3 Requires Claims
- ↑ Requires Health.
- ↑ 4.0 4.1 Requires Piety.
- ↑ 5.0 5.1 Requires Sovereignty
- ↑
Abduction without Health.
- ↑ Enlightenment Era
- ↑ 8.0 8.1 8.2 8.3 8.4 With Crimes.
- ↑ Require's Enlightenment Era.
- ↑ 10.0 10.1 With JFD's Exploration Continued Expanded.
- ↑ With Barathor's More Luxuries.
- ↑ With JFD's Rise to Power: Piety.
- ↑ Requires JFD's Rise to Power
- ↑ With JFD's ExCE.
- ↑ Trading Posts Grow into Towns
- ↑ UI - Enhanced Rankings
- ↑ UI - Improved City Banner
- ↑ UI - Trade Routes Enhancements
- ↑ UI - Improved Production Queue
- ↑ UI - Condensed Promotions