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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, 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 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>
 
=== Ores ===
[[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.
 
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 ===
[[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.


{| class="wikitable"
=== Fishing ===
! Material !! Utility Block !! Required
[[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.
|-
| 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 ===
=== Animal Breeding ===
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.
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. ''


{| class="wikitable"
[...]
! Ore !! Hints
|-
| Copper || Diorite
|-
| Quartz || Calcite
|-
| Iron || Andesite
|-
| Diamond/Coal || Granite
|-
| Gold || Messa
|-
| Coal Sheets|| Fossils
|}
== Tips for Leaders ==


Regardless of your goals going into the event, the time may come when you have to step up as a leader in your community. Leadership is a tough skill to master, and it will take time to understand how to balance the multiple conflicting interests and personal goals of all of the people in your community. We'll briefly lay out all of these challenges in a bit so that you're not walking in blind, but for now let's touch on the most common mistake we've seen: Larping.<br>
''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". ''


Larping has been the downfall of many groups, especially in the early game. What we refer to as "larping" is the establishment of political and economic systems for aesthetics sake, or because of a real world affinity for these systems. The most common of these "larp" systems is liberal democracy (although this also applies to Capitalism, Socialism, Monarchy, Fuedalism, etc). Because most of the players live in countries with liberal democratic systems in real life, they find it natural to set up liberal democratic systems in the game world. However, due to the drastically different conditions of the game world, those systems are typically unable to meet player's needs, and communities which adopt them quickly collapse. This is not to say that democratic systems will ''never'' work in this event, just that those systems should come about as direct solutions to problems (just like they did in real life). In order to avoid a collapse due to a "larp" system, as a leader you should ask yourself: What are the immediate problems of my community? (Are we facing a food shortage? Do we need protection from other groups? Are players getting bored in our community?). The political and economic systems you adopt should directly solve these problems.
[...]


=== Balancing Contradictions ===
''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]. ''
There are many contradictions that you'll have to deal with and balance as a leader. The biggest contradiction will most likely be: the needs of the group vs the enjoyment of the players. There are many many more than just this contradiction, but we'll look into it and a few more here to give leaders an idea of things they'll have to pay attention to and balance.


==== Enjoyment vs Necessity ====
[...]
There are many boring jobs that are very important to the survival of the group such as: Farming, Mining, Organizing Storage, etc. Some members of your group will find these actions fun, and some will find them very dull. Its up to you as a leader to balance these needs. After all, the players in your community could very well leave your community to join another group, or just leave the game altogether if they're not having fun. Entertainment is a big need for societies in Minecraft, just as they are in the real world (however, not for the same reasons). Since Minecraft is a game, if people aren't enjoying their time in your group, they have the power to simply leave. On the other hand, if your players are taking time to do fun stuff, they're not doing the boring tasks that keep the society functioning. Its up to you as a leader to balance this contradiction and to not fall too far to one side or else your community will collapse.


==== Progression vs Protection ====
''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.''
The same materials which are used to craft the special Anvils which let you unlock new tiers in material progression are the same materials which you need to forge armor and weapons to defend yourself and your community. Because of this, you need to make a choice as a leader: Do you use the ingots you have now for weapons and armor to protect yourself from other groups, or do you use those ingots to make higher tiered anvils to hopefully one day be able to forge even higher tier weapons and armor. If at any point you have the material edge over other communities around the map, it may be better to invest resources into weapons and armor to launch a preemptive strike while you have the technological advantage instead of continuing to invest in new anvils. Remember: you can be attacked at any time. The other groups do not need a good roleplay reason to attack you first. Sometimes offensive is the best defense. If you have peaceful relations with other communities, it may be best to continue progressing to increasing your productive potential. The choice is yours, but make sure you balance progression and protection, because invest too much in protection at the wrong time, and you'll fall behind other groups. Invest too much in progression at the wrong time, and you could be scattered into the wind and have to start from square one.


==== Beauty vs Utility ====
— Joyful, ''The problem with simulating society in Minecraft''
People love making beautiful builds for fun in Minecraft. This game gives players a lot of freedom in how they can create. In this event beautiful builds also serve a practical purpose. Having the nicest looking town makes it more attractive to players. There will be many times when communities collapse and groups of players will have to migrate. If you're community has beautiful builds, it gives these migrating players confidence that your town has their stuff together and could be a nice group to join. It also gives pride to the players in your own community. Humans naturally enjoy aesthetic beauty and will be more willing to stay in a town that looks good. On the other hand, spending a lot of time building will slow down production in other areas such as mining, which could possibly open up your town to the risk of being invaded if you can't keep up technologically. Communities which build with utility first will have more time to spend digging up ores and expanding farms. Its up to you as a leader to balance the beauty of your buildings with the utility of your buildings in order to avoid falling behind or losing out on new players.
</blockquote>

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