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Civilizations and Membership
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Join a community, found your own, and understand the rights and responsibilities of each role.
This wiki documents Civilizations 1.0.1. Numbers are bundled defaults; in-game menus and previews show your server’s current values.
On this page: Founding a civilization · Joining and leaving · Leadership transfer and disbanding · Who can do what · Established members and capacity
Stand in the chunk you want as your capital, carry the required physical civic items, and run:
/civ create River Kingdom
Names contain 3–24 characters and may use letters, numbers, spaces, apostrophes, and hyphens. Names are case-insensitive identifiers; there is no separate civilization tag required by this command.
Default founding cost:
| Cost | Amount |
|---|---|
Heavy Cobblestone (masonry:1) |
4 |
Bound Timber (timber:1) |
2 |
| Currency | 0 |
That is 36 ordinary cobblestone and 18 accepted logs if you craft all six civic items from scratch. These costs come from your inventory because a new civilization has no stockpile yet.
The site must be an eligible unclaimed chunk in an allowed world/biome, outside reserved/protected areas, and satisfy the default 12-chunk minimum separation rule from other civilizations. You must be unaffiliated and clear of membership cooldowns. Review the green/red confirmation GUI before founding; it rechecks the price and site when you accept.
Founding makes you leader, establishes the capital claim, and starts a 14-day founding peace shield. While the shield is active, the civilization cannot declare or be targeted by a normal campaign.
A leader or advisor uses /civ invite <player>. Invitations expire after 10 minutes by default. Accept with /civ accept <civilization> or decline with /civ deny <civilization>. A player belongs to one civilization at a time.
The default membership-change cooldown is 24 hours after departure. Joining a new civilization does not carry the former civilization's researched technology with you. Leaving or being removed terminates private plot rights without a refund; trust and listings are cleaned up. A leader must transfer leadership or disband rather than leave the civilization leaderless. Campaign membership locks can prevent changes.
Use /civ transfer <player> to make another current member the leader. The former leader becomes an advisor if a slot is available (or the recipient vacated one), otherwise a citizen.
If the leader has been offline for seven full days, a current advisor can use /civ claimleadership to take over. A citizen can claim leadership only when the civilization has no advisors at all, including offline advisors. The first eligible claim that succeeds becomes leader. The former leader remains a citizen and keeps their property.
An online leader cannot be replaced this way, and reconnecting resets the seven-day wait. Saved activity preserves the wait across restarts; current login/logout observations also count. Claims recheck leadership and the advisor roster before applying the change. Campaign membership locks still prevent leadership changes. This is a player-initiated command with a fixed seven-day rule, not an automatic transfer or an extra notice period.
/civ disband previews and confirms archival of the civilization. It releases claims, ends membership/private rights, clears invitations, and cancels active research. Remaining treasury money is staged for payout to the former leader; it is not divided among citizens. Physical builds remain in the world, but the civilization’s protection ends. Campaign locks and unresolved-operation checks can prevent disbanding.
| Action | Citizen | Advisor | Leader |
|---|---|---|---|
| Contribute resources, inspect stockpile, buy eligible plots | Yes | Yes | Yes |
| Manage an owned private plot | Yes | Yes | Yes |
| Invite members, manage eligible citizen removals | No | Yes | Yes |
| Claim/unclaim eligible land and manage public plots | No | Yes | Yes |
| Start/cancel research; complete stockpile work orders | No | Yes | Yes |
| Set the civilization home in its capital | No | Yes | Yes |
| Appoint advisors, transfer leadership, disband | No | No | Yes |
| Claim leadership after the leader is offline 7 days | Only if no advisors exist | Yes | Already leader |
| Move the capital, withdraw treasury money, set weekly taxes | No | No | Yes |
| Declare/cancel a campaign or offer/accept peace | No | No | Yes |
Advisors do not receive unrestricted control over leaders, other advisors, or citizens' private property. Ownership rules and current campaign restrictions still apply. Server administrator permissions are separate from these civilization roles.
The default advisor limit is 3, increased by research. Use /civ members to see roles and establishment progress.
A member becomes established after 72 hours of membership and at least 120 minutes of tracked activity within the 14-day activity window, with sufficiently recent activity. Establishment is recalculated; simply inviting inactive accounts does not immediately increase capacity.
Default claim capacity is:
min(128, 8 + 2 × established non-leader members + research bonuses + administrator bonus)
The capital counts as a claim. The leader is excluded from the per-member claim bonus. Research can also increase advisor limits, private-plot limits, and research queues.
Continue reading: Leader’s handbook · Territory and protection · Player command reference
Civilizations 1.0.1 · Home · Getting started · Commands · Help
Values shown are bundled defaults. Your server’s menus and confirmation previews take precedence.
- Civilizations and membership
- Leader’s handbook
- Territory and protection
- Private plots and housing
- Weekly plot taxes
- Travel and dimensions