recursal/Fanatic-Fandom huggingface dataset:
Trade

## Overview

Trade is a method of generating passive income from trade goods spread throughout the world. Trade also provides buff effects to the host town that greatly increase the towns efficiency.

### Trade Goods

Trade Goods are represented throughout the map by bedrock pillars. The trade goods are randomly spread throughout the map based on their rarity. Towns that have trade goods located within their cultural borders may construct Trade Outposts to harvest the good.

* Trade Goods List

#### Buff Effects

The bonus effect on the trade goods are very powerful and when setup properly can be much more important than the coins they generate so keep this in mind when trading with other civilizations or towns. Trade goods have an expiration date, every 72 hours (3 days) the trade goods disappear from where ever they were previously stored or socketed and reappear back in their Trade Outpost pillar. You will need to recollect the trade good to use it again.

* Buff Effect List

File:Tradegoodpillar.jpg

### Trade Outposts

Trade outposts are trade good harvesting improvements. Once a Trade Outpost is constructed you will be able to harvest the trade good from the pillar. Trade Outposts count as Tile Improvements, when constructed it will consume one of the towns improvement slots.

* **/build trade outpost** - Constructs the Tile Improvement Trade Outpost when standing near a trade pillar.

File:Trade outpost.jpg

### Harvesting a Trade Good

In order to harvest a trade good you must first build a Trade Outpost on top of the trade good pillar. Once the trade outpost is finished building the trade good can be collected by simply right clicking the sign to knock the item out of the frame and pick it up off the ground.

File:Tradegoodharvest.jpg

### Using a Trade Good

In order to use a trade good simply place it in one of the Town Hall's empty trade good item frames. Once the trade good has been socketed it will start to produce coins and a unique buff every hour.

* **/civ info trade** - Shows a list of Trade Goods being used and their yield.

File:Tradegoodframe.jpg

### Piracy

Piracy is both a helpful tool to steal wealth from other civilizations and a major threat to your own trade goods. Trade goods can be stolen when a spy performs a piracy mission on a trade outpost. If the piracy mission is successful the spy will steal the trade good and have possession over it until the expiration date unless he is killed and drops it or logs out with it in his inventory. Once the trade good has expired it will reappear back in its original item frame.
Notre Dame

- Can only be completed by one town at a time.

- Cannot be sabotaged by a spy once completed

## Overview

Notre-Dame de Paris (French for "Our Lady of Paris"), also known as Notre-Dame Cathedral or simply Notre-Dame, is an historic Catholic cathedral on the eastern half of the Île de la Cité in the fourth arrondissement of Paris, France. The cathedral is widely considered to be one of the finest examples of French Gothic architecture and among the largest and most well-known church buildings in the world. The naturalism of its sculptures and stained glass are in contrast with earlier Romanesque architecture.

Via Wikipedia

## Benefit

* Spend half the normal time in Anarchy when switching between government types.
* Collects 100 coins for each town, in each civilization that is not currently at war.
* Aggressors pay 2x war penalties when declaring war on this civilization or its allies.
The Colossus

- Can only be completed by one town at a time.

- Cannot be sabotaged by a spy once completed

## Overview

> The Colossus of Rhodes (Greek: Κολοσσός της Ρόδου) was a statue of the Greek Titan Helios, erected in the city of Rhodes, on the Greek island of the same name, by Chares of Lindos between 292 AD. and 280 BC. It is considered one of the Seven Wonders of the Ancient World. It was constructed to celebrate Rhodes' victory over the ruler of Cyprus, Antigonus I Monophthalmus, whose son unsuccessfully besieged Rhodes in 305 BC. Before its destruction in the earthquake of 226 BC, the Colossus of Rhodes stood over 30 meters (98.4 ft) high,[1] making it one of the tallest statues of the ancient world.
>
>

- Via Wikipedia

## Benefits

* 2% of the 3 closest civilizations upkeep gets paid to the civilization that owns the colossus.
* Reduces the upkeep of the host town by 25%
* Grants 5 coins a day to the Civilization for every culture chunk owned by the hosts civilizations culture.
Cannon Tower

## Overview

Cannon towers are powerful fast firing defensive towers that shoot a "cannon ball" towards the enemy. The main advantage of the cannon tower is that it does a large amount of splash damage to the surrounding area.

* Deal 8 true damage and light the surrounding area on fire; Splash range is 30
* Range: 130 blocks
* Minimal range of 30 blocks
* Placement: Must be placed 150 blocks apart
* Rate of Fire: 1 Cannon wave every 2 seconds
* Fire Bomb Trade Good buff: Adds 100% damage to Cannon Towers

The Cannon tower is a much more expensive, dangerous option for towns to build. While it provides much more damage and has a few key advantages over a arrow tower, it is also much more dangerous since the fire it causes does not discriminate between friend and foe.

## Advantages of the Cannon Tower

* Does splash damage to an area, which can target more than one player
* Creates fire around the area of where the cannon hits
* Fast Firing
* High accuracy

## Disadvantages of the Cannon Tower

* Will do friendly fire damage, killing both friend and foe
* Has a minimum range, will not fire at enemies if they manage to get close enough
* Very pricey
Grocery

## Overview

The town grocery is an improvement that supplies food items for restoring health and hunger. It offers 4 different types of food but only 1 is unlocked per level. Levels for the grocer are unlocked by first obtaining the proper technology, and then by researching the upgrade using the '/town upgrade' command.

## Functions

### Purchase Food

By clicking on the sign inside the grocery structure, you will buy the type of food listed. The sign will show what item is for sale, how much it is, how many items you will receive and any non resident member fees you may have to pay if you are not a member of the town that owns the grocery.

### Set Non-Resident Fee

The mayor and his assistants can set the non-resident fee charged by the grocery with the following command:

* /town set grocerfee [5-15] – “Changes the non member fee to a minimum of 5 or max of 15 percent”

## Upgrades

**Grocery Level 1** Requires Agriculture, Free with Grocer,

* Stocks cooked fish – cost $8 each

**Grocery Level 2** Requires Sailing, Costs $2500

* Stocks cooked chicken cost $15 each

**Grocery level 3** Requires Civil Service, Costs $3000

* Stocks cooked porkchop cost $20 each

**Grocery level 4** Requires Construction, Costs $5000

* Stocks Pumpkin Pie – cost $50 each
Hospital

## Overview

The Hospital is designed to provide sustenance to keep the citizens happy and healthy.

### How does the Structure work

Each resident of a town that has build a hospital will have their saturation level increased to 19 (out of a possible 20) The rate is one saturation point per second for every resident that is online and within the borders of the town.
Diplomacy

## Overview

In CivCraft diplomacy is key to the survival and success of towns and nations. Your city must be prepared to deal with barbarians, allies and enemies alike and by utilizing Civcraft's diplomacy you'll be able to enforce contracts agreed to by players. Diplomacy in CivCraft works through requests and declarations. Requests must be agreed to by all parties, while declarations only require one party to initiate. **Diplomacy commands cannot be used during War.**

## Diplomatic Relation Types

Each Civilization has a relationship with every other civilization in the game. By default, this relationship is neutral. Using diplomacy you can set your relationship to other civilizations using either the "/civ dip declare" or "/civ dip request" commands.

 Hostile
 War
 Peace
 Ally

## Using Diplomacy

### Listing Current Relationships

To list the current relationships your Civilization has, use the "/civ dip show" command. Any relationships not shown on the list means you have a neutral relationship with that civ. To show the diplomatic relations of another civilization use "/civ dip show [civ]". To see all of the diplomatic relations in the server at once, use "/civ dip global"

### Declaring Hostile/War/Indepedence

Declaring any of these relationships does not require approval from the target civilization and is enacted immediately. Use the following command to declare: "/civ dip declare [civ] [hostile|war|independence]"

Certain restrictions apply to when you can declare war and when you can declare independence.

### Requesting Neutral/Peace/Ally

These relationships require a response from the target civilization, use the following command to request: "/civ dip request [civ] [neutral|peace|ally]" Vassals cannot make requests.

### Responding to a Request

If you're a leader or an adviser and you are online when the request is made, you will see a message notifying you of your options. Use the "/civ dip respond [yes|no]" command to respond to the message with "yes" or "no". Only one message may be pending at a time. Additionally the message will time out after 30 seconds which defaults to a "no" response.

## Liberating Towns and Civilizations

The following command will liberate either a single town, or an entire civilization if the town specified is the former civilization's capital. This command will not work on a non-capital town if the parent civilization is currently conquered.

```
 /civ dip liberate <town>

```
Crafting Recipe Book

## Resident Book!

When you first log in to CivCraft, each player is given a special "CivCraft Info" book. By selecting the book and right clicking an inventory will open with tutorial and help information for you to use. One of the most important tools is your Crafting Recipe Book. Inside is an in-game description of all of the new Materials added by the CivCraft mod. To open/use the book simple use your mouse to click on the books inside your inventory. When you click on a book it will open it displaying new options/items inside.

If you lost or dropped your book, you can always retrieve a new one for free by typing '/resident book'.

## Crafting Recipe Categories

There are several major categories of recipes, divided into tiers.

* **Gear** recipes represent wearable and usable gear in game. Click here to find out how to craft weapons and armor.
* **Materials** recipes represent the materials you'll need to craft the higher tiers of gear.
* **Special** recipes are recipes for new items which serve special purposes such as the item which lets you found a Camp and a Civilization.

To open a category, click on the book and it will open a new inventory displaying all of the items inside.

## Item Recipes

To determine how to craft an item, mouse over one of the items in the inventory and it will display the requirements on it's lore. There are two types of recipes in Minecraft, shaped and shapeless.

##### Shaped Recipes

These recipes require particular materials in particular positions. On the lore you'll see each material assigned a letter, that letter corresponds with a position in the 3x3 crafting bench matrix. The matrix is also printed on the lore of the item.

##### Shapeless Recipes

These recipes only require a certain number of materials in order to craft. So the amounts and types only need to be printed. However there is one large gotcha in that if you have more than 1 material of the same type, it needs to be on a separate slot. This is so that you can 'stack craft' the recipe to make many copies of it quickly.
Ship Yard

## Overview

The shipyard structure is the powerhouse for ocean fairing towns. The shipyard is required before building Fishing Boats to collect water trade resources. The extra hammers and growth the shipyard provides to ocean towns makes them an essential structure for ocean fairing civs.

Note that the shipyard can only be built in beach, ocean, or river biomes.

### Modifiers and Effects

 **Growth** | 0.05 Growth points for every Ocean Biome in this town's culture
Wonder

## Overview

Just like in the popular Civilization game series, Towns will have the opportunity to compete economically for the chance to build epic structures that provide a permanent benefit to the town and its members. Like wonders in Civilization, only one town may build a specific wonder. Once that wonder is built, all other towns may no longer build it. Wonders have a wide range of useful benefits to a Town, they are unique, large, powerful structures that will take a massive effort to construct.

## Building Wonders

You'll be able to build wonders just like you would any other structure, using the /build command. Wonders will however, take a lot of coins to start, will take a large amount of space, and will take a long time to construct. When you begin constructing a wonder, it will be announced globally to the world, allowing other towns to build wonders as well and potentially catch up. If another town finishes a wonder while you are building yours, you will only get 50% of the coins you put into the structure.

### Increasing Wonder Build Speed

The build speed for any structure is controlled by the town's hammer rate. At the start, each town's hammer rate is set to 1 hammer per hour. You can increase your hammer rate by building and leveling up Mines as well as purchasing or acquiring trade goods that increase your hammer production. Different government types also change your town's hammer output.

### Delaying a Wonder

If you were not the first to start a wonder, you will have to find a way to catch up in order to beat them to building it. You can catch up in three different ways.

* Espionage - infiltrate the enemy city and sabotage/delay their wonder construction with your spies.
* War - Declare war on the other nation and delay their wonder by attacking it. Note: you cannot destroy their wonder, only delay it.
* Increase your own build speed - Build more mines to increase your town's hammer rate, or construction buff trade goods.

## List Of Wonders

* Chichen Itza
* Colosseum
* Council Of Eight
* The Colossus
* The Globe Theatre
* Grand Ship Ingermanland
* The Great Library
* The Great Lighthouse
* The Great Pyramid
* The Hanging Gardens
* Mother Tree
* Notre Dame
Library

## Overview

The Library is an important structure for almost any town. The library allows your town to purchase enhancements and place them onto items. The library is limited to four enhancements and town mayors will have to pick which enchantments they wish to be able to place on an item. To use the library, hold the item you wish to have enchanted in your hand and click on the appropriate sign. If you have enough money your item will have that enchantment added to it.

The library is the only place where you can get vanilla Minecraft Enchantments on tools. The available enchantments are: Looting 1-2, Efficiency 1-5, Fortune 1, and Silk Touch. The library is also the place where you buy the Soulbound enhancement, which prevents the item from being dropped. For more information please read the Soulbound page.

## Functions

### Modifiers and Effects

 **Beakers From Biomes** | Generates 0.05 Beakers for every Ocean, Tagia, and Desert biomes in your town's culture every hour.

### Enchanting and "Enhancements"

As mentioned in the overview, the Mayor must select which enchantments the library will provide. To select which enhancements the library will use, use the '/town upgrade' command. If you wish to change the enhancements you can reset the library's upgrades using '/town reset library' but you will not get refunded the money you spent on the upgrades.

#### Enhancement Cost:

After an enhancement has been purchased for the library, it can be applied to an item at the following costs.

### Reset

If the mayor so chooses, the mayor can reset the library for a small fee, currently 1500 coins. This wipes out all of the libraries upgrades allowing the Mayor to choose a different upgrade that the library will provide.

this is done with the "/town reset library" command.

## Library Commands

/build library - "Builds a library in the plot you stand"
/town upgrade list library - "Shows a list of available library upgrades"
/town upgrade buy [enchantment][enchantment level(in roman numerals)] - "Purchases an enchantment for the library"
/town upgrade buy library level [1-4] - "Upgrades your town's library to the given level"
/town set libraryfee [5-15] - "Changes the non member fee to a minimum of 5 or max or 15 percent"
/town reset library - Removes socketed enchant(Costs 1500 and you lose all enchants previously purchased.

Also see Towns & Upgrading
The Globe Theatre

- Can only be completed by one town at a time.

- Cannot be sabotaged by a spy once completed

## Overview

> The Globe Theatre was a theatre in London associated with William Shakespeare. It was built in 1599 by Shakespeare's playing company, the Lord Chamberlain's Men, on land owned by Thomas Brend and inherited by his son, Nicholas Brend and grandson Sir Matthew Brend, and was destroyed by fire on 29 June 1613. A second Globe Theatre was built on the same site by June 1614 and closed in 1642.
>
>

- Via Wikipedia

This theatre is from Kingdom Of Verona, built and owned by ExpertCrafter, also known as Expertise101. PMC page

## Benefits

* Earns 1 culture for every town in the world.
Council Of Eight

- Can only be completed by one town at a time.

- Cannot be sabotaged by a spy once completed

Building this wonder may lead to a diplomatic victory

## Overview

The Council of Eight represents the pinnacle of diplomacy. By constructing this wonder you're attempting to embark on a Diplomatic Victory. In order to achieve this, you must be the civilization that:

* Owns this wonder for 2 weeks without losing it or losing a war.
* Be the civilization with the most diplomatic votes.

## Benefit

* Makes you eligible for a diplomatic victory.
Stable

## Overview

Want to ride on horses and trek the great wilderness of civcraft? The stables structure is the only way to obtain horses or mules in CivCraft. A "Horses" trade resource is required to make horses, however, you can still buy mules even without the "Horses" trade resource. In addition to horses, the stable provides a static buff to hammers.

### Building/Placement

The preview bedrock layer represents a dirt layer under the dirt/cobblestone base layer. Compared to most buildings, the preview bedrock layer should be 2 blocks lower (1 block below ground level).

## Horses and Mule

**All Stable Horses take 50% less damage from all sources**

## Other

 Iron Horse Armor
 Gold Horse Armor
 Diamond Horse Armor
 Name Tag (NOTE: Useless because of disabled XP.)
Settler

## Overview

A Settler Unit allows you to create new towns in your civilization. It is created at the Barracks, for a fee of 25,000 coins.

When the settler has finished crafting, it will appears as an iron door in the deposit chest. You must give the item to a player that is not currently a Mayor in any town. Once you travel to where you would like to create a new town (at least 160 blocks away from any other town, and not in the culture borders of any other town) you can create a new town by holding the iron door in the right-most action-bar slot and right clicking.

While the settlement does not need to be in your culture borders, or anywhere near your current towns, there is an extremely heavy unhappiness\* burden based on distance. The code for this is not currently known, but from initial testing, a town at the minimum 160 block distance will generate an unhappiness\* of 1 point, and unhappiness\* will increase as you travel further.

## Other Units

* Spy
* **Settler**
Culture

## Overview

Towns in CivCraft generate culture. As a town generates culture it will lay claim to the area around it, kind of like country borders. The area around will be claimed as a "culture chunk" and will provide special benefits to towns. Unlike normal town blocks, culture blocks are **NOT** protected and anybody can build/destroy and open chests in this area. Towns can produce buildings and wonders which increase the rate at which a town generates culture. It is balanced such that there should always be at least 1 chunk of culture between the town and the town's borders. When you enter a town's culture borders you are notified that you have entered them and anybody in that town will be notified that you have entered the borders as well. This is to let you know whether a enemy or ally is coming in your direction. Each civilization is given a randomly assigned color to distinguish their cultural borders from others.

When two town's cultural borders touch, one town's culture may be taken over provided one town is generating sufficiently more culture than the other. Culture generates from the Town Hall/Capitol structure rather than from each individual town chunk. This means claiming town chunks will not increase your cultural influence.

## Culture Biome Bonuses

Your town accumulates resources based on the culture it claims around it. The more culture you claim, the more resources you generate. The type and amount of resources you generate depends on the biome type of the chunk. Before building a town, you can estimate the amount of resources a particular location will give you by using the '/town survey' command. You will also see the results of a survey during the town-name confirmation message that you get when building a town.

The table below indicates which biomes give which bonuses. The bonuses from each chunk are small, because a typical town will have hundreds of culture chunks. The output of particular chunks can be increased by building certain Structures, Wonders, or Tile Improvements.

Table is sortable by clicking on headers.

Its over 9000

## Advantages of Culture

There are several advantages town's get from their cultural influence.

* Town's are notified when non-members enter their borders. Depending on their town's diplomatic attitude, the message will be displayed in different colors (e.g. neutrals are white, enemies are red)
* Structures such as the Scout Tower will notify the town of the exact coordinates of the intruder, giving town members a distinct advantage in PvP.
* Trade resources can only be claimed inside of a town's culture borders.
* The Colossus pays you coins based on the number of culture chunks you have.
* Lava can only be placed in your town's culture

## See Also

* Founding A Civilization
* Happiness
* Hammers
Government

## Overview

In CivCraft, governments play an important role in how you manage and optimize the towns in your civ. Each kind of government has benefits and drawbacks and it will be up to the the leader and advisers to decide which government type is best for them. Additionally, governments have been designed to be as realistic as possible while still being balanced and relevant to Minecraft.

## Changing Governments

Leaders and Advisers have the power to change a Civilization's government. Once the required technology is available, you can switch your government using the "/civ gov change" command. "/civ gov info" shows you information about your current government. And "/civ gov list" shows the governments currently available to your civ.

**As of v1.76, the period of Anarchy is dynamic.** The Anarchy Period is determined by the number of residents in the Civilization. (1 hours per resident) The [Notre Dame] reduces the penalty by one half hour per resident for all towns. The Broadcast tower reduces the penalty by one half hour per resident for each town that has one. There is a minimum of 10 minutes of anarchy, and a maximum penalty of 24 hours.

Note for versions 1.756 and below: Changing your Government will always take 24 hours. (so you have to pay one time - next upkeep - your normal upkeep \* 5) So choose wisely and try to don't change Government so often. Exception, if you have got the wonder Notre Dame, in this case Government will change instantly.

## Anarchy

This is a special government type. A town enters Anarchy when switching between government types for a period of 24 hours. No power decisions can be made during Anarchy. Towns do not collect any money, including taxes, during anarchy. Money can still be deposited with the "/town deposit" command.

## Tribalism

This is the default government type for all towns.

## Despotism

### Pros

* Favors civilizations that rely heavily on mining as a source of income
* Tile Improvement Trommel works twice as fast (Two cobblestone per Trommel Tick)
* Mayor can set the value of any plot

### Cons

* Town upkeep increases exponentially with the number of town residents
* Improvements cost 10% more
* High Upkeep

## Monarchy

### Pros

* High cottage income rates
* High farm growth rates

### Cons

* Tile Improvement Trommel has 20% failure rate (1 in 5 chance to do no work)
* High Upkeep

## Theocracy

### Pros

* Improvements cost 10% less
* Trade income is greatly increased

### Cons

* Tile Improvement Trommel has 20% failure rate (1 in 5 chance to do no work)
* Library enchants cost 15% more

## Communism

### Pros

* Tile Improvement Trommel works normally
* Hammer production increased by 25%
The Great Library

## The Great Library

### Special/s

Regen Rate 6HP Per SecondWorld Wonder

- Can only be completed by one town at a time.

- Cannot be sabotaged by a spy once completed

## Overview

Allows members of the Civ that owns it to purchase 4 exclusive enchantments:

* Fire Aspect II
* Fire Protection IV
* Flame I
* Punchout - (50% chance to do 2x damage to structure blocks)

## Benefits

* Offers unique enchantments only available to Civilization members
* Provides +10% beaker buff to the town that owns it
* Doubles the effectiveness of taxes spent on beakers
University

## Overview

A University is a structure that will generate Beakers for your town. This structure is new for v1.76.

A university is an institute of research and higher education, serving children from the ages of 18 to about 24 (adults also attend universities, but the majority of the students are in the age range stated above). Formally, a university is a state-accredited institution which grants academic degrees in any number of subjects. The oldest continuously-operating university in the world is the University of Al-Karaouine, in Fes, Morocco, which was founded in 859 AD. [University from Civ5 wiki]

### Modifiers and Effects

 **Flat Beakers** | Generates 100 Beakers
Captured Civilizations

## Overview

A Captured Civilization is a civilization who's capitol has been captured by a controlling civilization. When a civilization is captured, it retains all of its management (aka the Leaders and Advisers are the same) but must deal with the government of the owning civilization and pay their taxes.

### How Do I Capture A Civilization?

To capture a civilization, you must destroy all of the Capitol structure's control blocks during WarTime. For more information see the page on War.

### Capitulation

If the leaders of a captured civilization wish to permanently join the owning civilization, they can issue a capitulation request to the leaders of the captured civilization. When the leader accepts, the civilization and every town in it is now 100% owned by the controlling civilization and behaves exactly as if the all of the captured civ's towns had been founded by the owning civilization.

### Revolution

Captured Civilizations have the option of starting a Revolution to become free again.

### Liberation

If the conquering civilization chooses to do so, they may liberate your civilization, returning full control back to you. Only the owner of your old capitol town can liberate your entire civilization, and only towns under his control can be liberated. Other towns owned by other civilizations must be liberated by their owners individually. See the diplomacy page on liberation for more information.
Random Events

## Overview

About once a day, each town rolls to see if they are going to experience a random event. Most events have a small (about 5%) chance of occurring. When a random event occurs, each player in the town will be notified via a chat message. Depending on the random event, some player action may be requested. Each random event lasts for a certain amount of time (usually a couple days). Players who log in will be notified if their town is experiencing a random event. You can also check by using the '/town event' command to re-read the details of any active event on your town.

Towns can only experience a single random event at a time.

## Possible Events

Each event falls under a kind of 'category'. Some events are positive, some negative, some are nuances, and others are opportunities.

### Maintenance Events

#### Slime Plague

This event spawns several slimes somewhere inside your town. Your goal is to kill as many as possible before the time limit is up. If you don't then you'll suffer a very large happiness penalty.

### Positive Events

#### Truffles!

Grants a positive happiness bonus to your town for 3 days.

#### Productivity Soars

Grans a positive hammer bonus to your town for 3 days.

### Negative Events

#### Land Dispute

**Balance changes are pending to this event, stay tuned. 10/15/2013**

Grants a negative unhappiness penalty to town for 24 hours.

#### Lazy

**Balance changes are pending to this event, stay tuned. 10/15/2013**

Grants a negative hammer penalty to town for 24 hours.

### Opportunities

#### Herbs

Opportunity to go out on a expedition to retrieve medical herbs. If you succeed you experience a happiness bonus for 5 days.

#### Gold Rush

Opportunity to go out on a expedition to search for hidden loot!. If you succeed the player who finds it gets a large cash reward.

This is how you find the treasure:

1) Go to the CHUNK COORDS indicated by the first two numbers. You can find these in F3 under the "c" variable: http://minecraft.gamepedia.com/Chunks#Finding\_Chunk\_Edges

2) Dig out the area in this chunk between the Y minimum and the Y maximum given in the event.

3) Break the right block.

4) ???

5) Profit!(Note: 75,000 coins are added to the PLAYER who colects the gold rush not the town)
Founding A Civilization

## Overview

This tutorial will explain how to found a Civilization. It is required that you first start with founding a Camp. If you haven't yet, please read the Getting Started tutorial before trying to found a civilization. You cannot found a Civilization if you are a member of a camp so you will have to disband the camp or leave it if you are not the owner.

### Gathering The Materials

In order get a civilization, you must gather a whole bunch of materials and craft a "National Flag" item. The item looks like a blaze rod and can be found in your Crafting Recipe Book under the "Special" category.

The National Flag requires the following materials:

 Masonry Mortar
 Compacted Stone

**National Flag Pattern**

```
 SCS   C=Royal Crown
 SSS   S=Compacted Stone
 MMM   M=Masonry Mortar

```

Royal Crown

 Decorative Jewels
 Badge of Leadership
 Proof of Leadership
 Royal Crown
**Proof of Leadership**
**3 Jewelry Grade Gold**
**2 Decorative Jewels**

Masonry Mortar

**2 Refined Slime**
1 Refined Sugar
 Clay Molding
3 Forged Clay
2 Crafted Reeds
 Masonry Mortar
2 Clay Molding
2 Sticky Resin

Compacted Stone

 Crushed Stone
 Compacted Stone
9 Crushed Stone

In terms of Vanilla Minecraft Items, this equivocates to:

 Sugar
 Reeds
 Clay
 Sticks
 Cobblestone
 Diamonds
 Gold
 Token of Leadership

### Surveying The Land

Not all locations are created equal. The Biomes surrounding your new capitol town are going to affect your Hammers, Beakers, Growth, and Happiness. To determine what your current location is likely to give you, use the '/town survey' command.

For more information on which Biomes generate which attributes please read the Culture page.

### Founding A Civilization

Once you've found a place to settle, grab the National Flag item in your hand and right click it. Once you right click it, a '/town survey' command will be performed showing you the statistics your new capitol is likely to have. Next, it asks you for your Civilization's name, then your Capitol's name. **Be sure and pay close attention to the spelling and order, there is no option to rename your Civilization or Capitol unless you buy a Civ/town name change token with platnium.**

*Note, if you get a warning about your location needing to be more than 80% valid, this means that the location you're attempting to build your Capitol on doesn't have enough supporting blocks underneath it, and you'll need to either fill in that layer or find another location. For more details please read the page on structure Placement and Reinforcement*

Finally, you'll be prompted to say 'yes' to confirm the location, civilization name and capitol name. If all goes well you'll begin constructing the massive Capitol structure. Congrats! you've founded a Civilization!

Now you're ready to check out these other pages:

* How to Make Coins
* Tech Tree
* Building Structures
* Trade Good
Materials

## Overview

CivCraft has greatly expanded the number of materials and items that are available in Minecraft with the goal of having a deeper, more difficult material progression than vanilla Minecraft. Each of these materials were created by using existing items, and changing their name and lore so that they now represent something different.

**NOTE: This information can also be accessed in game via your Crafting Recipe Book. If you're unable to craft any of these materials, try reading the version in the crafting book. This information may contain typos or become out of date however the Crafting Recipe Book is generated from in-game data and can never be "wrong"**

### Tiers

The materials are all divided into tiers. Each tier of material requires materials from the tier before it. There are currently 5 total tiers (0 thru 4).

### Tier 0 (Basic Materials)

Tier 0 materials are the basic materials, mostly vanilla minecraft items that you would normally get in game with the exception of Tungsten Ore, Chromium Ore, and Nether Wart. Since the nether is disabled, you must instead purchase netherwart at the Store. Tungsten Ore is dropped by breaking Lapis Ore, and normal lapis is available at the Global Market. Chromium Ore can only be found by sifting through cobblestone at the Trommel.

**Slime Balls can be collected in the wild or crafted from 2 Bone and 3 Refined Sugar.**

### Tier 1

Tier 1 items are unique in that, all of the recipes are the same. Each recipe in Tier 1 is the base material in Tier 0, configured in a block of 9 items.

### Tier 2

All recipes are assumed to not be Vanilla Items/Blocks (With the exception of Tier 1 Materials).

### Tier 4

3 Smithy Resin
3 Clay Tungsten Casting
 Tungsten Sword Hilt
2 Smithy Resin
2 Artisan Leather
2 Clay Tungsten Casting
 Artisan Leather
2 Leather Straps
2 Reinforced Braid
 Composite Bow String
3 Reinforced Braid
 Tungsten Plate
3 Smithy Resin
1 Clay Tungsten Casting
1 Tungsten Ingot
 Composite Bow Stave
2 Longbow Stave
2 Leather Straps
2 Reinforced Braid

### Mob Eggs

 Tier 2
 Tier 3
 Tier 4

### Fish

 Tier 2
 Tier 3
 Tier 4
War Camp

War Camps are offensive re-spawn points that can be used by attackers during War. When a War Camp is built, it will show up in the list of locations that players can re-spawn at during war. Players can select which location (capitol, town halls, or war camp) from the sign menu in the war room.

* War Camps can only be built by leaders or advisers
* War Camps can only be built during WarTime
* War Camps revert the land back to what it was after WarTime ends.
* War Camps have two Control Blocks with 20 HP each.
* After a War Camp is destroyed, it cannot be rebuilt for 30 minutes
* A War Camp can be built using the following recipe:

```
 L = Milled Lumber, M = Masonry Mortar, C = Compact Stone
 Shape:

 LLL
 CMC
 CCC

```
Revolution

## What is a Revolution?

If your civilization has lost it's capitol in a war, not all is lost! In order to become free again you have the option of staging a revolution agaisnt any civilizations that own your towns.

### When Can A Civilization Revolt?

* A civilization can only revolt after a having been captured for at least three days.
* Towns under a civilization cannot revolt on their own, the Capitol must capture them back.
* The captured Civilization's leader must start the revolution.

### Price Of A Revolution

Gathering supplies and inciting revolts is not cheap! You'll need to pay some coins to get the revolution started. Here are some of the factors which effect your revolution cost:

 coins\_per\_town
 coins\_per\_point

*Revolution Cost = base\_cost + (# Of Towns)\*cost\_per\_town + (Your Civ Score)\*cost\_per\_point*

**Coins are paid to the server, not the master civilization**

### What Happens When A Civilization Revolts?

When a Civilization revolts, all of it's towns are returned to the owning civilizations control and the civilization declares war on any owner of any of it's old towns. By surviving the war and not being recaptured, the revolution is considered a success.
Captured Towns

## Overview

A Captured Town is any town who's controlling civilization is no longer the civilization that founded the town. When a town is captured, it retains all of its management (aka the Mayors and Assistants are the same) but must deal with the government of the owning civilization and pay their taxes.

## How Do You Capture A Town?

To capture a town, destroy all of the Town Hall's control blocks. If the town is the civilization's capitol, you must destroy all of the Capitol's control blocks. If you capture a civilization's capitol, you capture the entire civilization instead of just the town. See Captured Civilizations. You can also use a War Cannon to damage a town hall or capitol and do damage to the control blocks.

### Capitulation

If the mayors of a captured town wish to permanently join the owning civilization, they can issue a capitulation request to the leaders of the captured civilization. When the leader accepts, the town is now 100% owned by the controlling civilization and behaves exactly as if the town had been founded by the owning civilization.

### Liberation

If the leaders of the owning civilization choose to do so, they can liberate your town using Diplomacy.

### Captured Town Unhappiness

Each captured town provides 2 unhappiness points to every town in the owning civilization.
Scout Tower

## Overview

The scout tower gives you extra battlefield visibility by informing you about the locations of enemies in your culture. The rate at which the scout tower reports is configurable in order to be less or more spammy as you desire. Scout towers also deter spies by increasing their Exposure more quickly when they are in range.

* Range: 400 blocks.
* Scout tower rate: can set using the command (/town set scoutrate [10,30,60 seconds]).

The Scout Tower is a critical structure to the defense of a town. Unlike the Arrow Tower or Cannon Tower it has a much larger effective range and does not fire upon enemies. Scout towers can be identified from other towers by the glass blocks at the top of the tower.

## Notification of Non-Member Positions

It will also display their locations every 60 seconds (adjustable value). This gives your town members the ability to hunt down and kill any trespassers and keeps enemies on their toes. Having about 60 seconds to move will allow enemies a chance to elude their pursuers and makes tunneling into an enemy town much less effective.

## Scout Towers and Spies

Scout towers can be built to increase a spy's Exposure. Please see the page on Espionage for more information.
Chichen Itza

- Can only be completed by one town at a time.

- Cannot be sabotaged by a spy once completed

## Overview

Chichen Itza (/tʃiːˈtʃɛn iːˈtsɑː/, Spanish: Chichén Itzá , from Yucatec Maya: Chi'ch'èen Ìitsha' "at the mouth of the well of the Itza") was a large pre-Columbian city built by the Maya civilization. The archaeological site is located in the municipality of Tinum, in the Mexican state of Yucatán.

Chichen Itza was a major focal point in the northern Maya lowlands from the Late Classic (c. AD 600–900) through the Terminal Classic (c.AD 800–900) and into the early portion of the Early Postclassic period (c. AD 900–1200). The site exhibits a multitude of architectural styles, reminiscent of styles seen in central Mexico and of the Puuc and Chenes styles of the northern Maya lowlands. The presence of central Mexican styles was once thought to have been representative of direct migration or even conquest from central Mexico, but most contemporary interpretations view the presence of these non-Maya styles more as the result of cultural diffusion.

Via Wikipedia

## Benefits apply to every town in the Civ not just the town it is built in

* Increases Arrow Tower and Cannon Tower hitpoints by 15%
* Adds a hit-point regeneration rate to all structures of 2 HP per second.
* Decreases the amount of towns your civ needs to win via Conquest Victory from 75% to 50%
Granary

## Overview

The Granary stores food for cottages to consume. As cottages consume items from the granary they grow in level and produce additional income. Be sure to place the chest inside your town borders. If they are outside the borders, anyone can steal your food!

**Additional Info:**

The Granary can hold the following types of food.

* Bread
* Raw fish (Only if the town has the trade buff fishing.)
* Carrot
* Potato
* Raw pork

For more information, see the **Cottages** page.
User interface

## User Interface

This is where you can learn how to navigate through the game menus.

* 1. Race
* 2. Garage
* 3. Dealership
* 4. Parts store
* 5. Options
* 6. Profile
* 7. Leader Boards
* 8. Part crates
* 9. Gems
* 10. Money
* 11. Pixel Car Racer Instagram
* 12. Pixel Car Racer facebook
* 13. Pixel Car Racer official website
* 14. Facebook login
* 15. Daily Reward Slot Game
Fortified Wall

## Overview

Fortified Walls are an improved defensive structure for towns that allow your town to secure areas. Unlike normal walls you could build out of blocks of your own, this structure prevents enemies from burrowing underneath it, forcing enemy players to either go over the wall, or through it. This makes walls incredibly useful in helping secure areas and preventing subterranean assaults. Walls have hit points and can be destroyed, they can also be built next to towers, making them very formidable.

## Constructing Walls

A fortified wall "segment" only takes up 3 block wide x 10 blocks high x 3 block length. This allows walls to be placed in any area and configuration much like other structures. A wall "section" is 1 block wide x 6 blocks high x variable blocks length. See the tutorial below for placement considerations.

When you place a wall using the /build wall, no matter the length of the wall section, it will be considered a single wall for war purposes. If any segments of the wall are destroyed during war, the entire section created during that /build wall placement will also be destroyed.

**/build fortified wall**
Walls Tutorial

## Wall Costs

Each fortified wall segment (3x10x3) currently costs 100 coins. A single 3x10x3 segment will end up costing 200 due to the logic of a start and end position being build in the same 3x10x3 area.

Example: For a wall length of 100, if you build two wall sections, each of length fifty, it will cost [(100 \* 100) \* 2] = 10000. When attacked during war, there are 2 wall sections of 50, each with its own hit points. If one of the wall sections is destroyed, 50 segments will be destroyed.

Every chunk that has a wall section in it costs 50 coins per day in upkeep.

If you decide you have placed your wall incorrectly, you can erase the wall by using the command /build demolishnearest\*
Scout Ship

## Overview

The scout ship gives you extra battlefield visibility by informing you about the locations of enemies in your culture. The rate at which the scout ship reports is configurable in order to be less or more spammy as you desire. Scout ships also deter spies by increasing their Exposure more quickly when they are in range.

* Range: 400 blocks.
* Scout ship rate: can set using the command (/town set scoutrate [10,30,60 seconds]).

The Scout ship is a critical structure to the defense of a town. Unlike the Arrow ship or Cannon ship it has a much larger effective range and does not fire upon enemies. Scout ships can be identified from other ships by the blue color of the sails.

## Notification of Non-Member Positions

It will also display their locations every 60 seconds (adjustable value). This gives your town members the ability to hunt down and kill any trespassers and keeps enemies on their toes. Having about 60 seconds to move will allow enemies a chance to elude their pursuers and makes tunneling into an enemy town much less effective.

## Scout ships and Spies

Scout ships can be built to increase a spy's Exposure. Please see the page on Espionage for more information.
Hammer

## Overview

Hammers in CivCraft represent a town's productivity and determine how fast towns can build Structures, Wonders and Units. Having a high hammer rate is important because it allows your town to quickly adapt to changes, build units faster, and most importantly win production races while building Wonders. Hammers are always being generated over time whether you're using them or not. If your town is not producing anything, the hammers generated are lost. The hammer cost for each of the structures, wonders, and units listed on this wiki show you how long each is going to take in real time.

## Obtaining Hammers

### Starting Hammers

The amount of hammers generated by a town is determined by the Biomes which surround it. In general, Mountains, Hills, and Forests provide more hammers than other kinds of Biomes. Please see the page on Culture to view the exact amount of hammers each Biome will give you.

For a starting town, consider 100 hammers to be "average". Meaning if you've found a place with more than 100 hammers, you'll be looking good on production! The hammer rates of some locations may vary than others, so its worth your time to check scope places out using the '/town survey' command.

### Mines

The most surefire way to get more hammers for your town is to construct more Mine. Mines are Tile Improvement structures that provide a static amount of hammers and can be leveled up using redstone. By putting your redstone into the mine's chest, it will gain levels and produce more hammers. Certain Biomes recieve extra hammers when a mine is built on them. For more information please read the Mine page.

### Random Events

Some Random Events can produce hammers. Please see the Random Events page for more information.

## Mechanics of Hammers

* You are not able to build more than one structure at a time.
* Structures are given preference over Wonders. If you're building a wonder and you start a structure, your wonder production will be halted for at least 10 mins while the structure builds.

## Calculating Build Times

Build time can be calculated using the following formula:

```
 (Required Hammers ÷ Town Hammers) ÷ 2 = Build Time (in real world hours)

```

```
 Example: The Store requires 900 hammers. The town has 525 hammers.
 900 ÷ 525 ÷ 2 = 0.857 hours
 0.857 × 60 = 51.42 minutes

```
The Great Lighthouse

- Can only be completed by one town at a time.

- Cannot be sabotaged by a spy once completed

## Overview

> The Lighthouse of Alexandria, sometimes called the Pharos of Alexandria (/ˈfɛərɒs/; Ancient Greek: ὁ Φάρος τῆς Ἀλεξανδρείας), was a lighthouse built by the Ptolemaic Kingdom between 280 and 247 BC which was between 393 and 450 ft (120 and 137 m) tall. One of the Seven Wonders of the Ancient World, it was one of the tallest man-made structures in the world for many centuries. Badly damaged by three earthquakes between AD 956 and 1323, it then became an abandoned ruin. It was the third longest surviving ancient wonder (after the Mausoleum at Halicarnassus and the extant Great Pyramid of Giza) until in 1480 the last of its remnant stones were used to build the Citadel of Qaitbay on the site. In 1994, French archaeologists discovered some remains of the lighthouse on the floor of Alexandria's Eastern Harbour.
>
>

- Via Wikipedia

## Benefits

* Trade Ships earn 20% more for selling items
* Increase Tower Firing range in this town by 50%