Civ+: Difference between revisions

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* [[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.
 
The biggest change to the genre is how imprisoned players are fuelledfueled. 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.
Todo: Elaborate on why 1.8.9 instead of newer versions
 
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.
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.
 
Unlike many civservers, which aim to be on the latest version, Civ+ uses 1.8.9. Being on such an old version has many advantages. While modern civservers are forced (and often fail) to remain on a constant treadmill of version upgrades and mod updates, Civ+ can use the same mods and plugins it always has without any time wasted porting features. In addition, this stable platform allows Civ+ to use deep NMS techniques that reach deep into minecraft's code to modify vanilla mechanics. For example, the horse breeding mechanics introduced by Ivy would be impossible, or at least significantly more difficult without using NMS. In addition, 1.8.9 contains a superb PvP system unlike the emulation created by 1.9+ Finale and other such plugins that simply remove the attack cooldown while failing to reintroduce emergent mechanics like w-tapping and block-hitting.
Civ+ was influenced by CivCraft 2.0, Devoted 2.0, and Sovereignty Ascending. Todo: What parts come from where?
 
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.
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.
 
Civ+ was influenced by CivCraft 2.0, 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.
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.
 
== Mechanics ==
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