CivCubed: Difference between revisions
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The day/night cycle in CivCubed will be approximately an hour instead of 20 minutes in vanilla Minecraft. |
The day/night cycle in CivCubed will be approximately an hour instead of 20 minutes in vanilla Minecraft. |
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A minor easter egg is that the seasonal cycle will be defined to have started on the Steam release date of Pizza Tower, though this has no bearing to gameplay. |
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=== Gear === |
=== Gear === |
Revision as of 18:01, 2 November 2023
CivCubed | |
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![]() CivCubed Logo | |
Basic Info | |
Start Date | December 1, 2023 (projected) |
Owner | OnceDoceTrece |
Subreddit | https://reddit.com/r/CivCubed |
Discord | https://discord.civcubed.net |
Minecraft Version | 1.20.1 |
Server address | civcubed.net |
CivCubed is an upcoming Civ server set to release on December 1, 2023. CivCubed will not use any existing plugins from mainline Civ servers, but rather will feature 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.
Philosophy
CivCubed's stated philosophy is identify a set of core principles underlying Civ and building mechanics to suit those, instead of using existing mechanics verbatim.
CivCubed's three main stated principles are:
- Tangibility: as many things as possible should be tangible instead of abstract
- Distribution of the monopoly of violence: players should have the ability to create and enforce their own systems, instead of having to use premade ones
- Locality: players should engage locally within the game environment, and these local interactions should build up to global results
Mechanics
Adaptation
CivCubed will feature 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
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 crafting stations to serve a similar role to factories on mainline Civ servers. The most notable difference between CivCubed crafting stations and mainline Civ factories will be the use of manual labour rather than fuel and maintenance to power crafting stations, as well as many duties being offloaded to wholly unique items such as Woodcutters and enhanced furnaces that can process scraps produced by lower tiers.
Seasons
CivCubed will come with a seasonal system, dividing the year into four seasons of three months each.
The day/night cycle in CivCubed will be approximately an hour instead of 20 minutes in vanilla Minecraft.
Gear
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 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).
Hearts & Civilization Beacons
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.
Sigils & Sigil Slimes
Sigils will fill the role of ExilePearl on CivCubed by providing a mechanism for player-enforced punishment.
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.
Reinforcements
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.
Pylon Sovereignty (Civilization Beacons 2.0)
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.