Civilization V Customisation Wiki

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:

  • 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.

Buildings[]

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

Art by Janboruta

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

Art by Janboruta

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

Civilizations[]

India (Gandhi)
Gandhi

Art by Firaxis

Population Growth

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

National Wonders[]

Icon Wonder Effects Requirements
Artists' guild (Civ5)

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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 (Civ5)

Art by Firaxis

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

Art by Firaxis

Uffizi
  • Eliminates 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 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)
William-0

Art by Firaxis

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
East India Company
  • +4 Gold from each Colony.
  • Must have researched Economics.
NationalTreasury
National Treasury
  • +4 Gold for incoming 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 Happiness and +4 Culture.
  • Scientific Theory (Romanticism with EE[7]).

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

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

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

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

National Wonders[]

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

Policies[]

Policy Branch Effect
Military Caste Honor
  • Each City with a garrison increases 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 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

Art by Firaxis

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

Art by Firaxis

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

Art by Sukritact

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

Art by Firaxis

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

Art by Janboruta

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

Art by Janboruta

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Reedstilt

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

Art by Firaxis

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

Art by Sukritact

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Barathor

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

Art by Firaxis

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

Art by Firaxis

Monastery
  • +1 Faith, +1 Culture, and +1 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 from Buildings.
  • Must have researched Ecology.
Stoneworks

Art by Firaxis

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

Art by Firaxis

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
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 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

Art by Firaxis

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

Art by Sukritact

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

Art by Sukritact

Opium
  • +1 Disease with Plantation.
Pearls

Art by Firaxis

Pearls
  • +1 Health with Fishing Boats.
Salt

Art by Firaxis

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

Art by Barathor

Tobacco
  • +1 Disease with Plantation.

Specialists[]

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

Technologies[]

Icon Tech Unlocks Requirements
Biology

Art by Firaxis

Biology
  • +1 Health from Sanatoriums
  • 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 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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Janboruta

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.
Templeofartemis

Art by Firaxis

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

Art by Janboruta

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

Art by the CBP

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

Art by the CBP

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

Wonders[]

Icon Wonder Effects Requirements
ThreeGorges

Art by Firaxis

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-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 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-0

Art by Barathor and DJSHenninger

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

Art by Firaxis

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
Buda 256-0

Art by Sukritact

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.

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 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
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 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 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 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.

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[]