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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: Death is (almost) permanent.  
=== Bringing players back ===
=== Bringing players back ===
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. In the real event this cost will increase exponentially, but in the test server this cost will stay the same. The crops that are required to bring a player back only grow in their own 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 [[Revive System|costly sacrifice of food]]. In the real event this cost will increase exponentially, but in the test server this cost will stay the same. The crops that are required to bring a player back only grow in their own 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.  


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.
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.

Revision as of 22:25, 30 September 2025

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:

  • No cheating
  • No harassment
  • No racism/sexism

The Basics

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.

Bringing players back

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. In the real event this cost will increase exponentially, but in the test server this cost will stay the same. The crops that are required to bring a player back only grow in their own 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.

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.

The basics of 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, 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.

The basics of Progression

The material progression now goes: