Civ+: Difference between revisions

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|address=play.civ.plus
|subreddit=[https://www.reddit.com/r/civ_plus/ r/civ_plus/]}}
'''Civ+''' is a classicunique take on the popular Civcraft genre, that aimsaiming to solve fundamental flaws ofin the game’sgame's design while maintaining the spirit of the original with some much needed improvements.
 
TheOne biggestof changethe to thebiggest genrechanges is how imprisoned players are fueled. Instead- instead of a farmable, stockpileable resource, thoseplayers holding prisoners will need tomust travel to a fallen meteor. AMeteors meteorfall will fallrandomly in a random location every few weeks, and standing within itstheir temporarily active aura slowly refills any prisoners youa haveplayer has in yourtheir inventory. The goal of this is toThis addadds 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 aslike mining, farming, fishing, and killing mobs has a chance to yield treasure maps. TreasureThese 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 tieties the exp grind and combat gear progression to exploration, something that athe custom painted map like the one onin Civ+ benefits greatly from.
 
Unlike many civservers, which aim to be on the latest version, Civ+ uses 1.8.9. Being on such an old versionThis has manyseveral advantages. While- modern civservers are forced (and often fail)struggle to remain on a constant treadmill of version upgrades and mod updates, but Civ+ can use the same mods and plugins it always has without any time wasted porting features. In addition, thisthe stable platform allows Civ+for tothe use of 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. 1.8.9 also 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 towithout reintroducereintroducing emergent mechanics like w-tapping and block-hitting.
 
One of the major goals whenin designing plugins for Civ+ was for every new pluginthem to be fully self-documenting, or at least self-evident. Mechanics should explain themselves when you attempt to use themused, 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|CivCraft 2.0]], [[Devoted|Devoted 2.0]], and [[Sovereignty Ascending]]. While obviousObvious features like Citadel and Namelayer came from CivCraft 2.0, but less obvious features include the idea that a civserver should be permanent, without significant decay or a looming fear the server willof eventuallyeventual 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 prospectiveperspective. Finally, from Sovereignty Ascending came the idea of Sanctuaries, althoughwith several changes were made to properly balance potential exploits that came up at the time. In addition, theThe prospective that civserver plugins should be rewritten also partially came from SovAsc.
 
== Mechanics ==
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