Main Page: Difference between revisions
No edit summary |
|||
| Line 31: | Line 31: | ||
== Mechanics == | == 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. | ||
Revision as of 22:16, 16 October 2025
Page Under Refactoring
This page is being reworked. In the meantime, Archive contains a backup of the old main page.
Quick Links
The Basics

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.

| Ore | Hints |
|---|---|
| Copper | Diorite |
| Quartz | Calcite |
| Iron | Andesite |
| Diamond/Coal | Granite |
| Gold | Messa |
| Coal Sheets | Fossils |
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 8x Wheat instead of only 1x. 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 16x carrots, chickens 16x seeds, etc.)
Crafting Recipes
Mobs no longer drop loot, therefore we've added quite a few recipes for things which can't be acquired by their usual methods. A list of all the crafting recipes you'll need can be found here.
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. This section is not meant to guide players into any particular leadership style, this section is primarily to point out past pitfalls and mistakes of leaders in past experiments so that players can learn from these mistakes and hit the ground running faster than if they had to figure out everything themselves. We'll briefly lay out some common mistakes and challenges here, starting with the most common pitfall we've seen in the past: Larping.
Larping
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. Because players are people who live in the real world, they will bring real life conceptions about governance and economics with them, and will find it natural to set up systems in the game world that they are familiar with from real life. However, these systems are NOT designed to be implemented in Minecraft, and commonly lead to the collapse of the communities who attempt to implement them 1:1.
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
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
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
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.
Diplomacy and War
In an experiment where nations do not need admin permission to go to war an attack could come at any time, even from groups who you thought were your ally. When analyzing the threats that other groups pose to your community, always analyze the situation through the lens of power. Even if you have nominally good relations with another group, or believe that the leader of another group is a good person, always be prepared for a quick evacuation and make plans concerning what to do in an attack such as: What spot in the town do we rally to if we're under attack? If we flee, where will we group back up at? Etc. Always bear in mind the balance of power of the nations around you, and make sure that you have adequate treaties and agreements with neighbors in the case of an attack.
When to Fight and When to Flee?
Combat in this experiment is risky, especially if your community is unable to revive people. Before entering combat, its best to weigh your odds of victory. If you think there's an above average chance that you may not win a battle, DO NOT FIGHT. Only ever take battles where YOU have the advantage, if it can be helped.
How to organize your group in combat
Minecraft PVP can become very unorganized. The group which can stay together will typically win. Even if the battle is 50 players vs 50 players, this will typically divulge into multiple smaller duels ranging from 1v1s to 5v5s. By staying together in groups of 5 and targeting the same player as your teammates, you can turn those smaller 5v5s into 5v1s, which will ensure your victory. A system which has worked well is the Officer system. An army is split into multiple trusted officers. The other players in the army will then follow these trusted officers and stay as close as possible to them, while trying to hit the same players whom the officers are attacking. This leads to less confusion over who are allies and who are enemies, and leads to more advantageous smaller engagements within the over all battle.
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








