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Founding A Civilization
Overview[edit | edit source]
This tutorial will explain how to found a Civilization. It is required that you first start with founding a Camp. If you haven't yet, please read the Getting Started tutorial before trying to found a Civilization. You cannot found a Civilization if you are a member of a camp so you will have to disband the camp or leave it if you are not the owner.
Gathering The Materials[edit | edit source]
In order get a Civilization, you must gather a whole bunch of materials to get the "Founder Flag" item. The item looks like a blaze rod and will be mailed at next daily upkeep tick (usually 8pm CST) after you feed your camps longhouse.
You require to have 1 royal crown, 5 compacted stone, and 3 masonry mortar.
You also require to get 24 tokens by the camp longhouse. These tokens will be rewarded every hour if you feed your longhouse with bread
Surveying The Land[edit | edit source]
Not all locations are created equal. The Biomes surrounding your new town are going to affect your Hammers, Beakers, Growth, and Happiness. To determine what your current location is likely to give you, use the '/town survey' command.
For more information on which Biomes generate which attributes please read the Culture page.
Founding A Civilization[edit | edit source]
Once you've found a place to settle, grab the National Flag item in your hand and right click it. It asks you for your Civilization's name, then your town's name. Be sure and pay close attention to the spelling and order, there is no option to rename your Civilization or Town.
Note, if you get a warning about your location needing to be more than 80% valid, this means that the location you're attempting to build your Town Hall on doesn't have enough supporting blocks underneath it, and you'll need to either fill in that layer or find another location. For more details please read the page on structure Placement and Reinforcement
Finally, you'll be prompted to say 'yes' to confirm the location, civilization name and town name. If all goes well you'll begin constructing the modest Town Hall structure. Congrats! you've founded a Civilization!
Your Rights as a Civilization Leader[edit | edit source]
- You are the mayor of the capital town, and have all the rights and responsibilities that brings.
- You are the only person able to withdraw from the Civilization's treasury.
- You and your Advisers are responsible for researching technology for the Civilization.
- You and your Advisers can declare war, make peace, and make other diplomatic declarations.
- You and your Advisers can build structures in any town in your civ, but the money will come from the host town's treasury.
- You must pay a maintenance fee on your towns. You will also pay any debt they pass along via upkeep. If you fail to pay this debt off for 1 week your Civilization will go up for sale.
- If nobody buys your civilization after 1 week, all of the towns go up for sale individually. If nobody buys your civ after 2 weeks, the civ and unsold towns are destroyed.
See Civ Commands Since you are a mayor as well as a Civilization leader, you will need to know how to manage a town and how to manage a civ. Keep reading below.
Town Management[edit | edit source]
If you are the mayor of a town (Founder become mayor of the capital town) you must know how to manage it. This section goes over the various things you need to know about managing a town.
Upgrading a Town[edit | edit source]
Initially, your town is only allowed to claim a small number of plots, and only allowed to build a limited number of tile improvements. As your town grows, you will want to increase the land your town owns as well as the number of tile improvements you want to build. Also, certain structures require that your town have certain upgrades before you are allowed to build them. Therefore once you have saved up enough money you may wish to upgrade your town. Using the "/town upgrade" command, you will are able to buy the following upgrades. Make sure you are aware and fully capable of paying the increased daily upkeep cost if you choose to upgrade your town. Upgrades also take time to research, factor the time it takes and plan out your town's upgrade path ahead of time.
Town Treasury[edit | edit source]
The town treasury is the centralized bank account for the town. All of the town's upkeep, upgrade, tax profits, trade profits, cottage profits and construction fees are automatically deducted or added to this account. If your town cannot pay it's upkeep, the amount it was overdue will be paid by the Civilization it belongs to. If you cannot pay our upkeep the town will go up for sale. As long as you don't pay your debts the town will stay up for sale. If it takes too long for you to pay your debt, or no other Civilization buys your town, your town will be disbanded. So its best to keep paying the upkeep.
Anybody can deposit funds into the town's treasury, but only Mayors can withdraw them. Assistants can spend money (by building structures and researching upgrades), but only the mayor can take that money out of the treasury. Additionally, only Mayors, and Assistants to the town can see the town's treasury balance. (With the exception of a Spy).
To put funds in the town treasury you can type the following commands
/town deposit – “Deposit Funds from Town Treasury”
/town info – “Shows the treasury if you are the mayor or assistant along with other town information.”
Structures[edit | edit source]
Structures are the backbone of town development. As mayor, it is your goal to create the perfect blend of town structures to maximize your town's output in trade, hammers(production), and beakers(science). Some structures provide active benefits to your town's residents such as the Bank, Trommel, Blacksmith, Library, and Store. Others provide passive benefits to things like your town's culture such as a Monument or a Temple. Others yet, can be used defensively such as the Cannon Tower or Scout Tower, each of these structures comes with an upkeep cost and may offer your town new upgrades. It is your job to save up money to purchase these structures, and to balance the upkeep costs. Leaders of a Civilization can build structures in your town without your permission, but the money will still come from the town's treasury.
To build a structure, use the "/build" command. Find a place where you'd like to build a structure. Use the "/build list" command with no arguments to see a list of available structures and their cost. Pick one, then build it by using it's name. For example, to build a bank use "/build bank". The structure will begin to build itself based on where you were standing and will orient itself so that the structure's entrance faces you. If you did not like the position of the structure for some reason, use the "/build undo" command to revert the action and get a refund. You can only use "/build undo" for the last structure you build, and it only remembers until a server restart. So position your structure correctly as soon as possible then let it finish building. All buildings center themselves around either the chunk you are standing on, or the chunk directly in front of you.
Tile Improvements[edit | edit source]
A Tile improvement is a special type of structure that centers itself around on a chunk. Tile improvements are used to give your town more coins, hammers, beakers, etc, and represent your town "working" the land around it. Your town has a limited number of tile improvements it can build based on the town's level, so as mayor you must decide based on your surroundings how best to configure your town to produce the maximum yield. Certain tile improvements such as the Trade Outpost can only be built on certain tiles (in this case a trade good).
List of Structures[edit | edit source]
|Defensive Structures||Civ & Town Structures||Tile Improvements|
Now you're ready to check out these other pages:
See Also[edit | edit source]
|Tutorials||Town Mechanics||Civ Mechanics||Defensive Structures||Town Structures||Tile Improvements||Wonders||Units||Command Reference|