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[[File:The boys.png|thumb]]
= Quick Links =
Welcome to Joyful’s Civilization Experiment. If you are reading this, you are probably about to play in the second TEST server. While everything isn't set up exactly how it will be in the event, many things will be similar. This experiment will use a custom plugin called CivCore which changes the game in quite a few ways to incentivize cooperation and empower players. This experiment is NOT like a normal Minecraft civilizations event. The only rules that are enforced by admins are:
 
<div style="border-collapse: collapse; display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center">
{{ImageButton|Crafting_Recipes.png|Crafting Recipes|link=[[Recipes]]}}
{{ImageButton|Map_Generation.png|Map Generation|link=[[Map_Generation]]}}
{{ImageButton|Progression_Changes.png|Progression Mechanics|link=[[Progression Mechanics]]}}
{{ImageButton|Player_Mechanics.png|Player Mechanics|link=[[Player_Mechanics]]}}
{{ImageButton|Civilisation_Mechanics.png|Civilisation Mechanics|link=[[Civilisation_Mechanics]]}}
{{ImageButton|Meta_Mechanics.png|Meta Mechanics|link=[[Meta_Mechanics]]}}
{{ImageButton|Tips_and_Tricks.png|Tips and Tricks|link=[[Tips_And_Tricks]]}}
{{ImageButton|List_Of_Commands.png|List of Commands|link=[[Commands]]}}
{{ImageButton|List_Of_All_Mechanics.png|List of Mechanics|link=[[:Category:Mechanics]]}}
</div>
 
 
= The Basics =
[[File:The boys.png|thumb|Rift Team aura farming with the new gear]]
Welcome to Joyful’s Rise of Civilizations Experiment. This experiment will use a custom plugin called CivCore which changes the game in quite a few ways to incentivize cooperation and empower players. This experiment is NOT like a normal Minecraft civilizations event. This experiment is NOT like a normal Minecraft civilizations event. The only rules that are enforced by admins are:


*No cheating
*No cheating
*No harassment
*No harassment
*No racism/sexism
*No racism/sexism
*No combat logging (this is temporary until we finish a custom plugin)
*No combat logging
<br>
<br>


Breaking any of these rules will result in a ban.
Breaking any of these rules will result in a ban.
== The Basics ==
 
== Mechanics ==
 
This experiment is a challenge. Players who enjoy problem solving and overcoming challenges will enjoy this event.
This experiment is a challenge. Players who enjoy problem solving and overcoming challenges will enjoy this event.
Unlike other Minecraft civilization events, actions such as RDM and Griefing are not against the rules. Although admins do not enforce rules against these actions, players are encouraged to enforce these rules themselves in order to protect themselves and their builds. In order to empower players to do this: Death is (almost) permanent.  
Unlike other Minecraft civilization events, actions such as RDM and Griefing are not against the rules. Although admins do not enforce rules against these actions, players are encouraged to enforce these rules themselves in order to protect themselves and their builds. In order to empower players to do this: '''[[Resurrection|Death is (almost) permanent.]]'''
=== Reviving Players ===
=== Reviving Players ===
The only way a player can rejoin the experiment is if another player in the game brings them back via a [[Revive System|costly sacrifice of food]]. In the real event this cost will increase exponentially for each time the same person is revived, but in the test server this cost will stay the same. The crops that are required to bring a player back only grow in [[List of Crop Biomes|their unique separate biomes]]. In order to gather all of the required crops, players will either need to operate farms in every biome on the map, or trade with players from each biome who are already farming their local crop. It is recommended for groups of players to maintain control over the entire biome that they settle. If another group of players from a different biome is able to establish farms then you will lose your trade leverage.  
The only way a player can rejoin the experiment is if another player in the game brings them back via a [[Resurrection|costly sacrifice of food]]. This cost will increase exponentially for each time the same person is revived. The crops that are required to bring a player back only grow in [[Crop Growth|specific biomes]].
 
=== Downed System ===
Because of the increased consequences of death, we've also added a [[Downed| Downed But Not Out (DBNO)]] system. When a player's health hits 0, instead of immediately dying, they get "downed" with a chance to be revived. When a player is downed, they have 60s before they die for good. Another player can revive them by right clicking on the downed player to open a GUI, then clicking the "revive" button.


Because bringing players back is very expensive, we warn all players to pay attention to their surroundings and play cautiously. DO NOT trust everybody you come across, pay attention to the death broadcasts in chat and take note of the names of frequent killers. The more organized and aware your group is, the better the chance is that you will survive.
=== Health Rework ===
[[Health Rework| Health]] no longer regenerates like normal. Instead of regening when your hunger is full, it will very slowly regen over time. Potions are disabled so the only way you can regen faster is through Bottles of Water which heal 1 heart.


=== Stamina ===
=== Stamina ===
This experiment uses a [[Stamina System|stamina system]]. Stamina does NOT get used by actions such as: sprinting, jumping, crafting, or smithing. Stamina DOES get used by actions such as: breaking blocks, placing blocks, fishing, and farming. Stamina takes a decent time to regenerate, and this is by design. If you run out of stamina, the "stamina cost" for that actions hits your hunger bar instead. When your hunger bar is empty, you can no longer perform actions that require stamina. Players in the early game found a lot of success by grouping up and working in shifts. While half of the team rests and regains stamina, the other half is mining/building. Once a group of players establishes a good source of food, they'll be able to trade food for time. Instead of waiting for their stamina to regen, they can instead keep performing actions until it becomes a food cost, then quickly eat and keep working without having to take a break. The stamina system acts as a food cost for actions while giving unestablished players the ability to perform tasks and survive without starving. We recommend that groups of players focus hard on establishing large sources of food in order to overcome the limitations of stamina.
This experiment uses a [[Stamina|stamina]] system. Stamina does NOT get used by actions such as: sprinting, jumping, crafting, or smithing. Stamina DOES get used by actions such as: breaking blocks, placing blocks, fishing, hitting players, and farming. Stamina takes a decent time to regenerate, and this is by design. If you run out of stamina, the "stamina cost" for those actions hits your hunger bar instead. When your hunger bar is empty, you can no longer perform actions that require stamina.
 
=== Progression ===
=== Progression ===
Wood and Stone acts exactly like vanilla. [[Bronze]] is an alloy, which is made by combining Copper and Quartz (which spawns in the overworld) in a [[Copper Anvil]]. Iron is not required to progress from Bronze to Steel, however Iron is very useful for its much higher durability compared to Bronze. [[Steel]] is an alloy of Coal Blocks and [[Iron Clumps]]. Diamonds are combined with steel in a [[Smithing Table]] to make Diamond armor/weapons/tools.<br>
Wood and Stone function exactly like vanilla. [[Bronze]] is an alloy, which is made by combining Copper and Quartz (which spawns in the overworld) in a [[Copper Anvil]]. Iron is not required to progress from Bronze to Steel, however Iron is very useful for its much higher durability compared to Bronze. [[Steel]] is an alloy of Coal Blocks and [[Iron Clumps]]. Diamonds are combined with steel gear in a [[Smithing Table]] to make Diamond armor/weapons/tools.<br>


{| class="wikitable"  
=== Ores ===
! Material !! Utility Block !! Required
[[Map Generation| Ores]] do not spawn like they do in vanilla, they are much much rarer. Caves will RARELY have ores exposed. Ores are scattered by default and will require extensive strip mining to find. However, localized deposits exist in specific areas where ore spawn in veins (which are interspersed with "vein" blocks such as blackstone and smooth basalt) and are easier to find.
|-
| Wood || Crafting Table || N/A
|-
| Stone || Crafting Table || Wood
|-
| Bronze|| Copper Anvil || Stone
|-
| Iron || Crafting Table || Bronze
|-
| Steel || Iron Anvil || Bronze
|-
| Diamond || Smithing Table || Steel
|}


=== Ores ===
Coal Sheets generate in a similar way but instead of winding veins they spawn in large flat sheets at the same Y-Level. They can be followed much easier then typical veins.
Ores do not spawn like they do in vanilla. Ores are much more scattered, with local deposits existing in specific areas. There are above ground hints though that will tell players where high concentrations of ores are.
 
=== Enchantments ===
[[Anvil Tiers| Enchantments]] no longer work like they do in vanilla. There is no enchantment table. Instead, enchantments take place in a [[Diamond Anvil]]. Enchanting requires a piece of the material of what you're enchanting.
 
=== Fishing ===
[[Fishing| Fishing]] now takes stamina, but more importantly fishing now requires bait. Bait is made from any raw meat in a crafting table. If you fish without bait you only get junk items. The list of junk items you can fish up has been changed to not include enchanted books.
 
=== Animal Breeding ===
Animals require more crops to [[Animal Breeding| enter love mode]]! For example, cows and sheep now require 4x Wheat instead of only 1x and all others require 8x. In order to make animals enter love mode, you need to have at least the required quantity of crop. For the rest of the animals, they require 16x of their normal crop (pigs require 8x carrots, chickens 8x seeds, etc.)
 
= Reasoning for the Event =
<blockquote style="background-color: lightgrey;">
''It started with YouTuber Magic Gum, who had been theorizing on his channel about how human history would have been different if humanity existed in Minecraft. ''
 
[...]
 
''Magic Gums' rules had to be very strict and very guided to get players to cooperate. The most blatant of these rules being literally telling them "form a civilization to advance to the next level". ''
 
[...]
 
''I'd like to propose that the reason players had to be forced to cooperate by weeding out antisocial players and imposing rules and expectations was because of the individualistic nature of Minecraft's production loop. [If] this individualistic production loop was replaced by a social production loop, players wouldn't need to be coerced into cooperation by outside rules and would lead to much more interesting and divergent [civilizations].  ''
 
[...]
 
''This is why social anxiety is rooted in our DNA. [Our] ancestors who were scared of being shunned or exiled by their tribe would be biologically incentivized to cooperate and to form these relations to avoid being left to fend for themselves. Of course, we don't need to simulate anxiety in Minecraft. We just need to provide the conditions which gave rise to it.''


{| class="wikitable"
— Joyful, ''The problem with simulating society in Minecraft''
! Ore !! Hints
</blockquote>
|-
| Copper || Diorite
|-
| Quartz || Calcite
|-
| Iron || Andesite
|-
| Diamond/Coal || Granite
|-
| Gold || Messa
|-
| Coal Sheets|| Fossils
|}

Latest revision as of 00:02, 31 October 2025

Quick Links

Crafting Recipes

Map Generation

Progression Mechanics

Player Mechanics

Civilisation Mechanics

Meta Mechanics

Tips and Tricks

List of Commands

List of Mechanics


The Basics

Rift Team aura farming with the new gear

Welcome to Joyful’s Rise of Civilizations Experiment. This experiment will use a custom plugin called CivCore which changes the game in quite a few ways to incentivize cooperation and empower players. This experiment is NOT like a normal Minecraft civilizations event. This experiment is NOT like a normal Minecraft civilizations event. The only rules that are enforced by admins are:

  • No cheating
  • No harassment
  • No racism/sexism
  • No combat logging


Breaking any of these rules will result in a ban.

Mechanics

This experiment is a challenge. Players who enjoy problem solving and overcoming challenges will enjoy this event. Unlike other Minecraft civilization events, actions such as RDM and Griefing are not against the rules. Although admins do not enforce rules against these actions, players are encouraged to enforce these rules themselves in order to protect themselves and their builds. In order to empower players to do this: Death is (almost) permanent.

Reviving Players

The only way a player can rejoin the experiment is if another player in the game brings them back via a costly sacrifice of food. This cost will increase exponentially for each time the same person is revived. The crops that are required to bring a player back only grow in specific biomes.

Downed System

Because of the increased consequences of death, we've also added a Downed But Not Out (DBNO) system. When a player's health hits 0, instead of immediately dying, they get "downed" with a chance to be revived. When a player is downed, they have 60s before they die for good. Another player can revive them by right clicking on the downed player to open a GUI, then clicking the "revive" button.

Health Rework

Health no longer regenerates like normal. Instead of regening when your hunger is full, it will very slowly regen over time. Potions are disabled so the only way you can regen faster is through Bottles of Water which heal 1 heart.

Stamina

This experiment uses a stamina system. Stamina does NOT get used by actions such as: sprinting, jumping, crafting, or smithing. Stamina DOES get used by actions such as: breaking blocks, placing blocks, fishing, hitting players, and farming. Stamina takes a decent time to regenerate, and this is by design. If you run out of stamina, the "stamina cost" for those actions hits your hunger bar instead. When your hunger bar is empty, you can no longer perform actions that require stamina.

Progression

Wood and Stone function exactly like vanilla. Bronze is an alloy, which is made by combining Copper and Quartz (which spawns in the overworld) in a Copper Anvil. Iron is not required to progress from Bronze to Steel, however Iron is very useful for its much higher durability compared to Bronze. Steel is an alloy of Coal Blocks and Iron Clumps. Diamonds are combined with steel gear in a Smithing Table to make Diamond armor/weapons/tools.

Ores

Ores do not spawn like they do in vanilla, they are much much rarer. Caves will RARELY have ores exposed. Ores are scattered by default and will require extensive strip mining to find. However, localized deposits exist in specific areas where ore spawn in veins (which are interspersed with "vein" blocks such as blackstone and smooth basalt) and are easier to find.

Coal Sheets generate in a similar way but instead of winding veins they spawn in large flat sheets at the same Y-Level. They can be followed much easier then typical veins.

Enchantments

Enchantments no longer work like they do in vanilla. There is no enchantment table. Instead, enchantments take place in a Diamond Anvil. Enchanting requires a piece of the material of what you're enchanting.

Fishing

Fishing now takes stamina, but more importantly fishing now requires bait. Bait is made from any raw meat in a crafting table. If you fish without bait you only get junk items. The list of junk items you can fish up has been changed to not include enchanted books.

Animal Breeding

Animals require more crops to enter love mode! For example, cows and sheep now require 4x Wheat instead of only 1x and all others require 8x. In order to make animals enter love mode, you need to have at least the required quantity of crop. For the rest of the animals, they require 16x of their normal crop (pigs require 8x carrots, chickens 8x seeds, etc.)

Reasoning for the Event

It started with YouTuber Magic Gum, who had been theorizing on his channel about how human history would have been different if humanity existed in Minecraft.

[...]

Magic Gums' rules had to be very strict and very guided to get players to cooperate. The most blatant of these rules being literally telling them "form a civilization to advance to the next level".

[...]

I'd like to propose that the reason players had to be forced to cooperate by weeding out antisocial players and imposing rules and expectations was because of the individualistic nature of Minecraft's production loop. [If] this individualistic production loop was replaced by a social production loop, players wouldn't need to be coerced into cooperation by outside rules and would lead to much more interesting and divergent [civilizations].

[...]

This is why social anxiety is rooted in our DNA. [Our] ancestors who were scared of being shunned or exiled by their tribe would be biologically incentivized to cooperate and to form these relations to avoid being left to fend for themselves. Of course, we don't need to simulate anxiety in Minecraft. We just need to provide the conditions which gave rise to it.

— Joyful, The problem with simulating society in Minecraft