CivCubed: Difference between revisions

no edit summary
(i dont think that's relevant information)
No edit summary
Tag: Manual revert
 
(7 intermediate revisions by 2 users not shown)
Line 5:
|discord=https://discord.civcubed.net
|owner=[[OnceDoceTrece]]
|startdate=December 12, 2023 (projectedbeta)
|subreddit=https://reddit.com/r/CivCubed
|version=1.20.1
Line 11:
}}
 
'''CivCubed''' is an upcominga [[Civ]] server setwhose tobeta release onreleased December 12, 2023.<ref>{{Cite Discord message|sender-link=OnceDoceTrece|sender=janet [modsville]|date=2023-12-2|url=https://discord.com/channels/1052830294438330419/1103567626510278726/1180311729322856508|text=@everyone LAUNCH IN FOUR MINUTES! GET ON civcubed.net 1.20.1!|channel=announcements|server=CivCubed|access-date=2023-12-2}}</ref> CivCubed willdoes not use any existing [[Mechanics and plugins|plugins]] from [[mainline]] Civ servers, but rather will featurefeatures a new set of plugins written for CivCubed.
 
CivCubed's stated design philosophy is to "rethink Civ from scratch".
 
Civcubed's development started in December 2022.
Line 31 ⟶ 29:
=== Adaptation ===
 
CivCubed will featurefeatures an adaptation mechanic that causes players to slowly adapt to the environments they spend time in, providing buffs such as increased resource yields from the environment and more effective reinforcements.
 
=== Chat ===
 
The chat system is similar to [[Chat|that of mainline servers]].
CivCubed will contain a new chat system, similar to what is found in [[mainline]] Civ servers, but simplified and graduating several ad-hoc conventions (e.g. global chat) into first-class mechanics.
 
=== Crafting Stations ===
 
CivCubed will feature enhanced craftingCrafting stations to serve a similar role to [[Factory|factories]] on mainline Civ servers. The most notable difference betweenis CivCubedthe craftinguse stationsof andmanual mainlinelabour Civto factoriespower willcrafting bestations, rather than the use of manual labour rather than fuel and maintenanceupkeep tocosts powerin craftingthe stations,form asof well[[Factory#Health|factory ashealth]]. manySome duties beingare offloaded to whollydistinct uniquecrafting itemsstations such as Woodcutters and enhanced furnaces that can process scraps produced by lower tiers.
 
=== Seasons ===
 
CivCubed will come with aThe seasonal system, dividingon CivCubed divides the year into four seasons of three months each. The day/night cycle is an hour, instead of the standard 20 minutes in vanilla Minecraft.
 
=== GearMetals ===
The day/night cycle in CivCubed will be approximately an hour instead of 20 minutes in vanilla Minecraft.
{{Main|Metal (CivCubed)}}
 
CivCubed adds additional metals beyond vanilla, such as Sapphire and Orichalcum. These metals can only be found in specific regions, and can be combined together into an alloy for a more powerful metal.
=== Gear ===
 
Tools and armor can be crafted out of these metals.
CivCubed will feature unique gear created out of regional materials, as well as stronger gear being created by combinations of materials from across regions.
 
=== Groups ===
 
CivCubed's group system is similar to that of [[NameLayer]]. It includes a subgroup system, the ability to specify custom roles, and the ability to have multiple owners for a group.
CivCubed will feature a wholly new groups system, simplifiying group management considerably from mainline Civ. Notable differences from mainline Civ include custom roles with a new permissions system, the ability to split groups across multiple owners with no complications, and the (upcoming) ability to assign reinforcements to subgroups which can be assigned to different roles within the group without requiring players to create multiple groups to manage different trust levels of reinforcements (e.g. city, bunker, vault).
 
Subgroups allow different reinforcements to be assigned to different sections of a claim without requiring all players to be in multiple groups.
=== Hearts & Civilization Beacons ===
 
=== Hearts & Civilization BeaconsHearts ===
Civilization beacons and their constituent Hearts are CivCubed's solution to the problems that bastions and reinforcements solve on mainline Civ. Each player will have a single Civilization Heart, which can be placed to create a Civilization Beacon. Multiple players can contribute to the same Civilization Beacon to increase the strength and range of its effects. Effects include allowing domestic reinforcements to function at full efficacy, penalising foreign reinforcements, and faster adaptation. Civilization Beacons also serve to define the area of exile that exiled players will be unable to enter.
 
Civilization Hearts are CivCubed's take on [[Bastion|bastions]] and [[Reinforcement|reinforcements]] from mainline Civ servers.
=== Sigils & Sigil Slimes ===
 
Each player has a single Civilization Heart, which can be placed to create a Civilization Beacon. Beacons provide a fixed durability to all blocks within its range, similar to [[Citadel]]. Multiple players can contribute to the same Beacon to increase the range of its protection.
Sigils will fill the role of [[ExilePearl]] on CivCubed by providing a mechanism for player-enforced punishment.
 
=== Sigils & Sigil Slimes ===
When a player with a sigil in their inventory kills another player, a sigil is bound to the “killed player.” These bound sigils do not achieve any effect on their own, but rather, they can be fed to a Sigil Slime in order to cause the slime to start banishing the sealed player from its civilization beacon.
 
Sigils are similar to pearls in [[ExilePearl]]. When a player with a sigil in their inventory kills another player, that sigil becomes bound to the player who died. Bound Sigils can be applied to a Sigil Slime to prevent the bound player from entering the area protected by its Civilization Beacon.
=== Reinforcements ===
 
=== Pylon Sovereignty (Civilization Beacons 2.0) ===
CivCubed will change [[reinforcement]] mechanics: a tool called a plumb-and-square will be used to manage reinforcements and carry reinforcing materials instead of commands. Additionally, entities such as chest boats, minecarts, and prized animals will be reinforceable.
First introduced to CivCubed to address the issues with the claims in the past civ servers. Pylon are blocks that can be placed by group members where it can be linked to its placer once placed. Players can only be linked to one pylon and there are two types of pylons: standalone and multiple pylons. With standalone pylon, the player initiates a claiming sequence if it is placed in free area and the claiming sequence defines the pylon's group, its polygon, and its prime time. With multiple pylons, it can link pylons together to strengthen the pylon's group, allowing more land to be claimed. It comes with the polygon editor to update claims with appropriate group's permissions, as well as ability to contest claims that can potentially destroy pylons after a contesting sequence is completed.
 
== References ==
=== Pylon Sovereignty (Civilization Beacons 2.0) ===
<references />
First introduced to CivCubed to address the issues with the claims in the past civ servers. Pylon are blocks that can be placed by group members where it can be linked to its placer once placed. Players can only be linked to one pylon and there are two types of pylons: standalone and multiple pylons. With standalone pylon, the player initiates a claiming sequence if it is placed in free area and the claiming sequence defines the pylon's group, its polygon, and its prime time. With multiple pylons, it can link pylons together to strengthen the pylon's group, allowing more land to be claimed. It comes with the polygon editor to update claims with appropriate group's permissions, as well as ability to contest claims that can potentially destroy pylons after a contesting sequence is completed.
[[Category:Servers]]
[[Category:CivCubed]]
2,232

edits