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Getting Started
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Your route from the wilderness to a home in a civilization.
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: A practical starting route · Three different balances · Join an existing civilization · Found a first settlement · Before you log out
First-time players automatically receive a Civilizations Tutorial book covering joining/founding, travel, resources, research, land, taxes, trading, religion, and war. Use /civ tutorial for a replacement. Each successful delivery (including the welcome book) starts a 24-hour per-player cooldown, saved across reconnects and server restarts. Existing players can use the command immediately if they have never received a book. A full inventory does not consume the cooldown or drop the book: clear space and use the command. Undelivered welcome books are retried on the next join.
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Arrive in the wilderness. Your first join automatically finds safe unclaimed Overworld ground. That placement is free: you can immediately use
/wildagain if you want another start. -
Read
/civ help. Use/civ help resourcesor another topic to jump ahead./civ inspectexplains the chunk you are standing in;/civ mapshows nearby territory. - Gather basic supplies. With default strict technology rules, many vanilla tools, vehicles, and stations require civilization research. Start with the tools and activities currently available to you.
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Join or found a civilization. Browse
/civ list, ask a leader/advisor for an invitation, then/civ accept <name>. To found your own, craft the founding materials described below and use/civ create <name>on eligible land. -
Contribute to the stockpile. Browse
/civ items, craft civic resources, then deposit them with/civ deposit handor/civ deposit all. -
Earn Knowledge together. Check
/civ workorders. Leaders/advisors complete ready orders using the shared stockpile. -
Research and expand. Leaders/advisors choose research in
/civ tech, claim adjacent land, and make common areas or plots for citizens. - Buy a plot when ready. Read its purchase price and weekly tax before confirming. Keep money in your personal balance if weekly taxes are enabled.
You can play without leading a civilization: manufacturing materials, completing your community's supply needs, building, trading supported resources, researching as an advisor, and defending territory all contribute to its progress.
| Balance | Where it lives | Main uses |
|---|---|---|
| Your currency balance | The server's Vault economy provider | Buy plots, pay weekly plot taxes, donate to the treasury |
| Civilization treasury | Civilization money balance | Government funds, tax/sale receipts, leader withdrawals |
| Civic stockpile and Knowledge | Separate shared civilization resource balances | Claims, research, work orders, capital moves, war declarations |
Depositing civic materials does not create currency. Donating money does not create Knowledge. Research belongs to the civilization and benefits its current members.
- Run
/civ listand/civ info <civilization>to find a community. - Arrange an invitation with its leader or an advisor. Global chat is available through
/chat global. - After they use
/civ invite <your-player-name>, accept within ten minutes with/civ accept <civilization>. - Use
/civ membersand/civ infoto get familiar with your community. Try/civ homeonce its government has set a safe home. - Ask where citizens should build. Government land is not automatically a shared building area; use
/civ inspectto check your access.
- Gather 36 cobblestone and 18 accepted logs. Use a crafting grid to turn each group of nine into a civic item: four Heavy Cobblestone and two Bound Timber total.
- Keep these six civic items in your inventory. Founding spends physical items.
- Use
/civ mapand/civ inspectwhile choosing unclaimed land. The default founding separation rule is 12 chunks from other civilizations; allowed-world and protected-area rules also apply. - Stand in your intended capital chunk and use
/civ create River Kingdom, substituting your chosen name. Read the cost and site preview, then confirm. - Use
/civ sethomeat a safe spot in the capital. Invite companions and follow the leader’s handbook to expand and create a common area.
| Check | Why it matters |
|---|---|
/civ inspect at your home |
Confirms whether you own or can use the land and containers |
/civ taxes if you own plots |
Shows the next due dates; charges can happen while you are offline |
/civ research status |
Shows the community’s running projects |
/civ war status |
Shows the actual scheduled campaign window |
Permanent stockpile deposits cannot be withdrawn. Leaving a civilization ends your private-plot rights without a refund. Research and private ownership deserve a check before changing membership.
Continue reading: Civilizations and membership · Civic resources and the stockpile · Private plots and housing
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