Civ+: Difference between revisions

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{{Infobox server|name=Civ+|image=CivPlus.png|owner=[https://civwiki.org/wiki/ParkerTehPwner Parker]|admins=* Sepia
* [[Amelorate]]|discord=https://discord.gg/73BQCCU6xg|version=1.8.9|address=play.civ.plus|subreddit=[https://www.reddit.com/r/civ_plus/ r/civ_plus/]}}'''Civ+''' is a classic take on the Civcraft genre that aims to solve fundamental flaws of the game’s design while maintaining the spirit of the original with some much needed improvements.
 
 
Todo: Elaborate on why 1.8.9 instead of newer versions
 
 
One of the major goals when designing plugins for Civ+ was for every new plugin to be fully self-documenting, or at least self-evident. Mechanics should explain themselves when you attempt to use them, and known mechanics should point to unknown mechanics. While this goal hasn't been fully reached with the existing plugins like Citadel and Namelayer, many of Civ+'s existing plugins are semi-self-documenting.
 
 
Civ+ was influenced by CivCraft 2.0, Devoted 2.0, and Sovereignty Ascending. Todo: What parts come from where?
 
The biggest change to the genre is how imprisoned players are fuelled. 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.
 
 
Another major change is to the exp economy. Doing tasks such as mining, farming, fishing, and killing mobs has a chance to yield treasure maps. Treasure maps can be followed in order to obtain a random relic- an item required for crafting exp, as well as the replacement for enchanted books and enchanting with an enchantment table. This aims to tie the exp grind and combat gear progression to exploration, something that a custom painted map like the one on Civ+ benefits greatly from.
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