// Management · RimWorld Mod
Empire Refactored: Cities & Fields
The jack of all trades is the master of small societies.
The jack of all trades is the master of small societies. In towns and tiny nations, people contribute what they can, sometimes taking on the mantle of several different occupations to fill different niches.
But the jack of all trades doesn't scale. Large cities and expansive countries need higher efficiency to fuel the demands of their massive populations and far-reaching infrastructure. Meeting that demand requires specialization — and bringing that specialization to Empire Refactored is
Empire Refactored: Cities & Fields
Specialized Settlements
Instead of founding simple settlements, you can found specialized towns, well-suited for producing a certain kind of resource — and poorly suited to others. Farms produce more food than ever before; mining towns are highly efficient at extracting ore; and logging towns know all of the best ways to acquire timber. But in exchange, these specialized settlements are much worse at extracting other types of resources.
To balance out the various types of rural settlements is a new City settlement type. Cities produce nothing on their own — they are utterly dependent on importing resources from other settlements. But a sufficiently-fueled and built-up city becomes a powerful economic engine, producing more weapons, apparel, or research than any normal settlement. Furthermore, Cities can produce Consumer Goods or Tools & Machinery — two new resource types that provide useful bonuses to your Empire.
New Buildings
Along with the new settlement types are numerous new buildings, restricted by settlement type. They take advantage of Empire Refactored's new upgrades system, creating upgrade trees that allow you to choose exactly how your settlements are specialized.
(These buildings currently use placeholder art. They'll be updated, eventually, probably. Just be patient.)
Seasonal Production
Many resources now respond to the seasons. A tile's growing season will impact resource production; in-season, you'll see notable bonuses, while out-of-season, production can dry up. Make sure that you've stockpiled enough resources to last through the winter!
Dependencies
Depends on Empire Refactored: Routes & Resources. The needs and stockpile mechanics of Routes & Resources are used to balance the different settlement types, and provide additional meaning to specializing.
Links
Cities & Fields Github
Empire Discord
Bug Reporting
Report all bugs on either the issues tab of the github, or the bug-reports channel in the discord. If reporting on the discord, clearly label your bug as belonging to Cities & Fields.