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Getting Started

TechnoVisionDev edited this page Sep 8, 2026 · 2 revisions

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.

A practical starting route

  1. Arrive in the wilderness. Your first join automatically finds safe unclaimed Overworld ground. That placement is free: you can immediately use /wild again if you want another start.
  2. Read /civ help. Use /civ help resources or another topic to jump ahead. /civ inspect explains the chunk you are standing in; /civ map shows nearby territory.
  3. 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.
  4. 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.
  5. Contribute to the stockpile. Browse /civ items, craft civic resources, then deposit them with /civ deposit hand or /civ deposit all.
  6. Earn Knowledge together. Check /civ workorders. Leaders/advisors complete ready orders using the shared stockpile.
  7. Research and expand. Leaders/advisors choose research in /civ tech, claim adjacent land, and make common areas or plots for citizens.
  8. 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.

Three different balances

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.

Join an existing civilization

  1. Run /civ list and /civ info <civilization> to find a community.
  2. Arrange an invitation with its leader or an advisor. Global chat is available through /chat global.
  3. After they use /civ invite <your-player-name>, accept within ten minutes with /civ accept <civilization>.
  4. Use /civ members and /civ info to get familiar with your community. Try /civ home once its government has set a safe home.
  5. Ask where citizens should build. Government land is not automatically a shared building area; use /civ inspect to check your access.

Found a first settlement

  1. 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.
  2. Keep these six civic items in your inventory. Founding spends physical items.
  3. Use /civ map and /civ inspect while choosing unclaimed land. The default founding separation rule is 12 chunks from other civilizations; allowed-world and protected-area rules also apply.
  4. Stand in your intended capital chunk and use /civ create River Kingdom, substituting your chosen name. Read the cost and site preview, then confirm.
  5. Use /civ sethome at a safe spot in the capital. Invite companions and follow the leader’s handbook to expand and create a common area.

Before you log out

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

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