JFD's Cities in Development

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.

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.

#### Civilizations

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

#### Policies

 **Decriminalization** | Freedom
 **Scientific Revolution** | Rationalism
 **Secret Police** | Autocracy
 **Worker Councils** | Order

#### Wonders

* -33%  Abduction and  Violence.
* Eliminates  Crime from  Treason in all cities.

## 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.

## 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.

  Allegiant
  Neutral
  Rebellious
  Separatist
* +50%  Treason

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.

#### Technologies

* Prison
* Trafalgar Square
* Must have researched Scientific Theory

## 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

 **Healing Vapors** | Pantheon
 **One with Nature** | Pantheon
 **Shamanism** | Follower

#### Improvements

 **Oil Platform**1
 **Polder** | * +2  Health
 **Sanatorium** | * +4  Health

#### National Wonders

* Increases Plague threshold by 25% in all Cities.
* Must have Hospitals in all Cities.

#### Natural Wonders

 **Lake Victoria** | * +2  Health
* +4  Food

#### Policies

 **Opener** | Piety
 **Organized Religion** | Piety
 **Universal Healthcare** | Autocracy/Freedom/Order

#### Specialists

* 3  Great Doctor Points
* City must have a Hospital.

#### Technologies

* Trade Route moved to *Steam Power*
* Garden
* Angkor Wat
* Extends the length of Sea Trade Routes (*moved from Compass)*

#### Units

* May be expended to instantly cure  Plague in all Cities.
* Can build Sanatorium.

## 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.

## 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.

#### Wonders

* Free Hydro Plant in the city.
* 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

* 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.
* 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
* 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
* +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.

#### Improvements

 **Village** | * +1  Gold
 **Town** | * +1  Gold

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

#### National Wonders

* +5  City Hit Points.
* Upgrades the Province to  Municipality level.
* Automatically constructed.
* +5  Defense.
* +15  City Hit Points.
* Upgrades the Province to  County level.
* City Connection
* 10 Population OR,
* +10  Defense.
* +25  City Hit Points.
* Upgrades the Province to  State level.
* City Connection
* 20 Population OR,
* 16 Improved Tiles

#### Policies

 **Free Thought** | Rationalism
 **Mobilization** | Autocracy

## 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.
* +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.

### Units

* 75% Work Rate.
* Cost no Maintenance.
* May be upgraded into a Worker.
* 100% Work Rate.
* May not build Roads/Railroads/Repair.
* 150% Work Rate.
* May build Villages.

### Wonders

* Increases number of  Shackles generated from  Trade Routes by 20%.
* 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

 **Fort** | * Grants vision to nearby tiles.

#### Full Credits List

 Last Updated:

* 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), Chrisy15, Kesler
* Feedback/Beta Testing: Chrisy15, Kesler, TranquilSilence, Janboruta
* Mod Components: Whoward

## 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. ↑  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