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

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

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

Organized Crime

A sub-feature of Crimes.png Crime is the emergence of an OrganizedCrime.png Organized Crime. An Organized Crime emerges when two specific Crimes reach 50% of your Crime breakdown, if the city has at least 5 Citizen.png Population and is not in Resistance.png 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.png
Burial Tomb
  • -15% CrimesPurple.png Vandalism.
  • Must have researched Philosophy
Chancery-0.png
Chancery
  • -15% CrimesOrange.png Theft.
  • Must have researched Civil Service/Nobility[2]
Constabulary.png
Constabulary
  • -10%Crimes.png Crime.
  • Must have researched Banking/Jurisprudence[2]
  • City must have a Jail

Art by Janboruta

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

Art by Janboruta

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

Civilizations

India (Gandhi)

Art by Firaxis

Population Growth

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

National Wonders

Icon Wonder Effects Requirements

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Policies

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

Resolutions

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

Wonders

Icon Wonder Effects Requirements

Art by Firaxis

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

Art by Firaxis

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

Art by Janboruta

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

Colonies

Cities founded a certain distance from your Capital.png Capital or with a Colonist will become Colony.png Colonies instead. Colonies act not disimilarly to puppets, in that they do not contribute to CultureIcon.png Social Policy or National Wonder costs and you cannot control Production.png 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.png Population, extra Tiles, and a range of Buildings.

Beliefs

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

Civilizations

The Netherlands (William)

Art by Firaxis

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

National Wonders

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

Units

Icon Name Effect Requirements

Art by Janboruta

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

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

Art by Sukritact

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

Development

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

Loyalty

Loyalty.png Loyalty and LoyaltyRed.png Disloyalty are the measurement of a city's compliance to the empire. By default, Loyalty.png 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.png Loyalty, with each but the LoyaltySilver.png Neutral level contributing toward a meter which, when filled, triggers a particular event before resetting.

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

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

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

There are also a few common sources:

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

Buildings

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

National Wonders

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

Policies

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

Technologies

Icon Technology Unlocks Requirements

Art by Janboruta

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

Wonders

Icon Wonder Effects Requirements

Art by Sukritact

Trafalgar Square
  • Naval Units stationed in cities increase Loyalty.png 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.png Happiness is the measurement of a city's attractiveness, and is used to offset Unhappiness.png Unhappiness, which may lead to Resistance.png Resistance, and to boost Production.png Production. It is a counterpart to Health (see below).

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

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

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

Health

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

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

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

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

Beliefs

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

Buildings

Icon Building Effects Requirements

Art by Firaxis

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

Art by Firaxis

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

Art by Sukritact

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

Art by Firaxis

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

Art by Janboruta

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

Art by Janboruta

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Reedstilt

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

Art by Firaxis

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

Art by Sukritact

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Barathor

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Features

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

Improvements

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

National Wonders

Icon National Wonder Effects Requirements

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.png Health
  • +4 Happy.png Happiness
Lake Victoria
  • +2 HealthIcon.png Health
  • +4 Food.png Food

Policies

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

Resources

Icon Resource Effects

Art by Firaxis

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

Art by Sukritact

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

Art by Sukritact

Opium
  • +1 Disease.png Disease with Plantation.

Art by Firaxis

Pearls
  • +1 HealthIcon.png Health with Fishing Boats.

Art by Firaxis

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

Art by Barathor

Tobacco
  • +1 Disease.png Disease with Plantation.

Specialists

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

Technologies

Icon Tech Unlocks Requirements

Art by Firaxis

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

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

Art by Sukritact

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

Wonders

Icon Wonder Effects Requirements

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Firaxis

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

Art by Janboruta

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

Art by Firaxis

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

Investments

Investments are a replacement for 'rush-buying' Buildings and (TBD) mechanized Units with Gold.png Gold. When you spend Gold.png Gold on a Building, it now reduces its Production.png 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.png Investments further reduce Production.png Production cost by 15%.

Power

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

Buildings

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

Art by Janboruta

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

Art by the CBP

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

Art by the CBP

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

Wonders

Icon Wonder Effects Requirements

Art by Firaxis

Three Gorges Dam
  • +10 Power.png 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.png Municipality
  • City Bombard Range: 1
  • Levies begin with 25% of the city's XP.
County.png 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.png Gold/CultureIcon.png Culture Tile costs.
  • +1 Gold.png Gold on Villages.
Duchy.png 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.png Gold/CultureIcon.png Culture Tile costs (excludes Capital).
  • +1 Gold.png Gold on Villages
  • +2 Gold.png Gold on Towns.
Capital-0.png
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.png Gold on Villages
  • +2 Gold.png Gold on Towns.
Colony.png Colony
  • City Bombard Range: 2
  • +1 Gold.png 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.png 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.png Rebellious or LoyaltyRed.png Separatist. Levies are available once you research Civil Service.

Beliefs

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

Improvements

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

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

National Wonders

Icon Building Effects Requirements

Art by Barathor and DJSHenninger

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

Art by Firaxis

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

Art by Sukritact

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

Policies

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

Technologies

Icon Technology Effects

Art by Firaxis

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

Art by Firaxis

Gunpowder
  • City bombard ignores obstacles.

Units

Icon Unit Effects

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.png Shackles resource, accumulated through conquest, trade, and clearing Barbarian Encampments. By default, it replaces Gold.png Gold Purchasing of non-Mechanized Military Units outright.

Units purchased with Slavery.png 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.png Shackles:

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

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

Beliefs

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

Resolutions

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

Resources

Icon Resource Type Effects

Art by Leugi

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

Units

Icon Unit Effects Requirements

Art by Firaxis

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

Art by Firaxis

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

Art by Leugi

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

Art by Firaxis

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

Wonders

Icon Unit Effects Requirements

Art by Sukritact

Stone Town
  • +1 Traderoute.png Trade Route
  • Increases number of Slavery.png Shackles generated from Traderoute.png 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

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