Civ+: Difference between revisions
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{{Infobox server |
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|name=Civ+ |
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|image=CivPlus.png |
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|caption1=Civ+ Logo |
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|image2=CivPlusClaimsMap.png |
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|startdate=1st of January 2022 |
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|admins=* [[Sepia]] |
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* [[Amelorate]] |
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|discord=https://discord.gg/73BQCCU6xg |
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|version=1.8.9 |
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|address=play.civ.plus |
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|subreddit=[https://www.reddit.com/r/civ_plus/ r/civ_plus/]}} |
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The biggest change to the genre is how imprisoned players are fueled. Instead of a farmable, stockpileable resource, those holding prisoners will need to travel to a fallen meteor. A meteor will fall in a random location every few weeks, and standing within its temporarily active aura slowly refills any prisoners you have in your inventory. The goal of this is to add a higher risk cost to holding prisoners for extended sentences, rather than a dull, risk-free grind. |
The biggest change to the genre is how imprisoned players are fueled. Instead of a farmable, stockpileable resource, those holding prisoners will need to travel to a fallen meteor. A meteor will fall in a random location every few weeks, and standing within its temporarily active aura slowly refills any prisoners you have in your inventory. The goal of this is to add a higher risk cost to holding prisoners for extended sentences, rather than a dull, risk-free grind. |
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Civ+ was influenced by [[CivCraft|CivCraft 2.0]], [[Devoted|Devoted 2.0]], and [[Sovereignty Ascending]]. While obvious features like Citadel and Namelayer came from CivCraft 2.0, less obvious features include the idea that a civserver should be permanent, without significant decay or a looming fear the server will eventually reset. From Devoted 2.0 came the influence in Civ+'s WorldPainter map. While most civservers' world-painted maps look beautiful in renders and flythroughs, they are often ugly and garish on a first-person ground prospective. When actually playing on these maps in survival it is often worse, with player heads being in trees and leaves failing to decay. Civ+'s map was designed from the start to be playable and pleasant from a first-person prospective. Finally, from Sovereignty Ascending came the idea of Sanctuaries, although several changes were made to properly balance exploits that came up at the time. In addition, the prospective that civserver plugins should be rewritten also partially came from SovAsc. |
Civ+ was influenced by [[CivCraft|CivCraft 2.0]], [[Devoted|Devoted 2.0]], and [[Sovereignty Ascending]]. While obvious features like Citadel and Namelayer came from CivCraft 2.0, less obvious features include the idea that a civserver should be permanent, without significant decay or a looming fear the server will eventually reset. From Devoted 2.0 came the influence in Civ+'s WorldPainter map. While most civservers' world-painted maps look beautiful in renders and flythroughs, they are often ugly and garish on a first-person ground prospective. When actually playing on these maps in survival it is often worse, with player heads being in trees and leaves failing to decay. Civ+'s map was designed from the start to be playable and pleasant from a first-person prospective. Finally, from Sovereignty Ascending came the idea of Sanctuaries, although several changes were made to properly balance exploits that came up at the time. In addition, the prospective that civserver plugins should be rewritten also partially came from SovAsc. |
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== Mechanics == |
== Mechanics == |