Civcraft: Difference between revisions

came back and added some stuff
(initial writeup on Civ 3.0. Attempt to be objective but I still think there is bias in here. Needs references.)
(came back and added some stuff)
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[[File:Civcraft-video-thumb.png|thumb|Introduction video]]
[[File:Civcraft advertising poster by u-bobpndrgn.jpg|thumb|Advertising poster]]
'''Civcraft''' was the Civ Server at the core of the Civ genre, introducing the now well-known Civ plugins such as Citadel, FactoryMod, Bastions, PrisonPearl, JukeAlert, RealisticBiomes, and NameLayer.<ref>https://old.reddit.com/r/Civcraft/wiki/index#wiki_plugins</ref> The server address was <code>mc.civcraft.vg</code> and later <code>mc.civcraft.co</code>.
 
Its first iteration launched on 24 March 2012<ref name=":0">[https://docs.google.com/spreadsheets/d/18Vhdz8mHaRapvxn0CyVvNuNv72CgK6QeY2UxbyG53Ak/edit#gid=0 https://docs.google.com/spreadsheets/d/18Vhdz8mHaRapvxn0CyVvNuNv72CgK6QeY2UxbyG53Ak/edit]</ref>, making it the second typical Civ server after [[Ancap Minecraft]].
 
Its goal was to be "an experiment for communities, political ideologies, debate and discussion. The backstory [was] based on history, not fiction. Civcraft [was] forming a new direction for game-play, not just about surviving the elements, but about surviving each other, where players can work together to create and shape civilization or to watch it crumble. A world open to any idea, manifesto or philosophy, created by the players."<ref name=":1">https://old.reddit.com/r/Civcraft/</ref> Civcraft hoped "to push Minecraft to its fullest potential in order to foster discussion, experimentation and community building."<ref name=":1" /><blockquote>''"This is the great pastime and challenge of mankind: Civilization."'' - Civcraft description<ref name=":1" /></blockquote>
 
After its demise, [[Devoted]] signaled a departure from the initial direction of Civ, but [[CivClassic]] brought a return to Civcraft 2.0's mechanics and nostalgia.<blockquote>''"This is the great pastime and challenge of mankind: Civilization."'' - Civcraft description<ref name=":1" /></blockquote>
 
==Server Rules==
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=== Civcraft 1.0 ===
The first iteration of Civcraft. ItAlso known as '''1.0,''' it launched on 2012-03-24 and ran for 398 days until 2013-04-26.<ref name=":0" />
WIP
A DDOS around March 26 2013 caused the admin team to struggle to set up a new, appropriate backup server.<ref>https://old.reddit.com/r/Civcraft/comments/1b0q6q/from_the_looks_of_things_civcraft_is_being_ddosed/</ref> A redditor offered a server that was well suited, and the admin team took to this opportunity. On April 26, ttk2 announced that the backup server owner, who turned out to be the player Hamster238, had abused his access to the server backups, which contained everything from the map saves down to uncensored server logs, including the locations of all hidden wealth, player activities and associations, and so on.<ref>https://old.reddit.com/r/Civcraft/comments/1d6gt0/well_a_disaster_has_occurred_and_it_seems_i_only/</ref> As a result, the admins made the difficult decision to reset the map.
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[[File:Titan Vault by GTAIVisbest.jpg|thumb|The Titan Vault played a key role during the HCF invasion]]
[[File:Civcraft-2.0-claims-map.png|thumb|Map of nations during Civcraft 2.0]]
The most famous iteration of Civcraft. ItAlso known as '''2.0,''' it launched on 2013-05-19 and ran for 982 days until 2016-01-26.<ref name=":0" /> [https://civmap.github.io/2.0/ Interactive world map]. As of 1 Feburary 2020, it is the longest-running iteration of a Civ server.<ref name=":0" />
WIP and there is so much that needs to go here
 
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[[File:Shards-map-GhKeith.png|thumb|Map of Civcraft 3.0 shards (dimensions)]]It launched on 2016-07-30 and ran for just 63 days until 2016-10-01.<ref name=":0" /> [https://civmap.github.io/ Interactive world map]
 
The third iteration of Civcraft, commonly referred to as Civcraft 3.0 or just 3.0. It ran on Minecraft 1.10. There were 13 "shards":
 
Civcraft: Worlds introduced a number of mechanics that significantly deviated from the already developed Civcraft formula in the previous servers, tending to head towards a more grindy and RPG nature. One mechanic were called shards, essentially breaking up the map into different servers to reduce server load as well as have more space for the server (which ultimately ended up to have significantly less space than prior maps.) There were 13 "shards":
 
FourFive shards were initially designated as 'spawning' shards.
 
* ''Drakontas'', a swamp shard that housed a landmass shaped like the famous animation character Shrek, along with a mushroom island. Libra held most of the land within the shard.
Four shards were initially designated as 'spawning' shards.
*''Eilon'', a forest shard with large, expansive, cloud-covering trees. Four nations occupied the shard, being [[Gensokyo]], [[Mount Augusta]], Volterra (a predecessor to [[Varkonia]]), and [[Alpoko]].
*''Rokko Steppe'', a large expansive plain and savanna with a long river running roughly in the middle. This shard tended to be the most popular since it had much of the arable farming land, and subsequently had many nations, with nobody taking a majority.
*''Tjikko'', a taiga shard with snow plains and mountains in its south. Concordia, a predecessor to the [[The Commonwealth]] and [[Iria]] occupied the most land in this shard.
* ''Tigrillo'', the jungle shard with a windy river running through with large mountain ranges to its south. Occupants included the likes of [[Yoahtl]], [[Etherium]] and [[Laconia]].
 
The other nineeight shards were:
* Drakontas, a swamp shard that housed a landmass shaped like Shrek, along with a mushroom island.
* Eilon, a forest shard with large, expansive, cloud-covering trees.
* Rokko Steppe, a large expansive plain and savanna with a long river running roughly in the middle.
* Tjikko, a taiga shard with snow plains and mountains in its south.
 
*''Abydos'', a desert shard housing a mesa in its south. Places like Astanna held territory in this part of the map, but very few did.
The other nine shards were:
* ''Isolde'', a fully winter shard with ice and treacherous mountains. The largest occupant was the USR, a communist state.
*''Naunet'', an ocean shard with a singular, small island. Nations like [[Aurora]] built inside the ocean, while others like Aquila took territory on the island.
* ''Ovid'', the end shard where prison pearled players went.
* ''Padzhar'', the roofed forest shard with heavy forest cover and a large river. Falstadt, a predecessor to [[Hjaltland]], held all of the territory in the shard at the end of the map.
* ''Sheol'', the nether shard that was never explored expansively.
*''Ulca Felya'', a cave shard that also housed ridiculously large caverns in some areas. This acted as the central area for the map, and was maintained by an international road project that connected each of the cardinal directions. There was also a marketplace at the center.
*''Volans'', a unique 'skylands' shard that was primarily snowy in along its edges. Very few held claims in the shard, as crops would not grow.<ref>https://www.reddit.com/r/Civcraft/comments/42a7u8/30_mapworld_ama_answers/</ref>
 
Each were small worlds varying in size and biome/resource distribution, connected together via wide portals at each world border.<ref>https://www.reddit.com/r/Civcraft/comments/42ojec/ama_about_portals_and_shards/</ref>
* Abydos, a desert shard housing a mesa in its south.
* Isolde, a fully winter shard with ice and treacherous mountains.
* Naunet, an ocean shard with a singular, small island.
* Ovid, the end shard where prison pearled players went.
* Padzhar, the roofed forest shard with heavy forest cover and a large river.
* Sheol, the nether shard that was never explored expansively.
* Tigrillo, the jungle shard with a windy river running through with large mountain ranges to its south.
* Ulca, a cave shard that also housed ridiculously large caverns in some areas.
* Volans, a unique 'skylands' shard that was primarily snowy in along its edges.
 
While shardsShards were a good idea to reduce server load,. likeHowever with previous maps, biomes were locked to have only a few certain kinds of plants growing in each shard. This meant that while some shards had only a few nations, like the Roofed Forest shard,; others like the plains shard, Rokko Steppe, had tens of nations vying for a slot of land to be able to grow valuable crops to feed their citizens.
Each were small worlds varying in size and biome/resource distribution, connected together via wide portals at each world border.
 
In addition, pylons were introduced which was intended to let citizens in the shard make their own experience, subverting the vanilla experience system. Everyone wanted a piece of the pie, and unfortunately, when too many pylons are introduced and running within the shard, all pylons' outputs are lessened as a result. ThisBecause the limit was very harsh, this caused conflict for many nations within the community who were trying to create moreexperience for themselves.
While shards were a good idea to reduce server load, like previous maps, biomes were locked to have only a few certain kinds of plants growing in each shard. This meant that while some shards had only a few nations, like the Roofed Forest shard, others like the plains shard, Rokko Steppe, had tens of nations vying for a slot of land to be able to grow valuable crops to feed their citizens.
 
A plugin called SkilUp was also announced to bring the Civcraft brand into a more RPG nature<ref>https://www.reddit.com/r/Civcraft/comments/45bmb1/30_skilup_ama/</ref>, but this plugin never came into fruition.
In addition, pylons were introduced which was intended to let citizens in the shard make their own experience, subverting the vanilla experience system. Everyone wanted a piece of the pie, and unfortunately, when too many pylons are introduced and running within the shard, all pylons' outputs are lessened as a result. This caused conflict for many nations within the community who were trying to create more.
 
While conflict was ripe early map, much of the configuration in FactoryMod and other plugins were changed in favor of a long, arduous tech tree that slowed progression down for many nations. This grindy nature was opposed by many and soon after its onset, people complained to the admins. As Devoted 3.0 began to open in the complaints' wake, many flocked to the new server for a refreshing take on Civ.
 
Finally, after only a few monthsweeks of the server being live, ttk2 announced his retirement<ref>https://www.reddit.com/r/Civcraft/comments/55cukp/saying_goodbye/</ref> from Redacted Games. While the server stayed live for a couple more days, his departure brought a downturn in attendance on the server and was eventually closed soon after.
 
While many players attempted to resurrect the Civcraft brand back, none were successful. This coincided with the Great Blackout, where four of the five major Civ servers at the time closed, including Sovereignty Ascending, CivEx 2.0, and RealmsMC: Spera.<ref>https://www.reddit.com/r/Civcraft/comments/561hps/45_civtype_servers_are_going_offline_wtf/</ref> With this, Devoted 3.0 became the major and only Civ server, followingand thisis widely known as its successor, despite deviating from Civcraft's formula.
 
==References==