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Leaders Handbook

TechnoVisionDev edited this page Sep 8, 2026 · 2 revisions

Leader’s handbook

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A practical checklist for taking a new civilization from its capital to a functioning settlement.

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: Establish your community · Claim a shared building area · Offer homes with clear costs · Coordinate supplies and research · Grow at a sustainable pace · Prepare for a campaign · Hand over responsibility

Establish your community

After founding, use /civ sethome at a safe location in the capital. Invite members with /civ invite <player> and appoint trusted advisors with /civ advisor add <player>. You start with three advisor slots by default.

Explain your building areas, plot pricing, tax policy, and research priorities to new arrivals. /civ chat <message> sends a message to your civilization; /chat civ selects civilization chat for subsequent messages.

Claim a shared building area

The capital is government land. Create a common plot so ordinary citizens can build together:

  1. Craft 2 Heavy Cobblestone and 1 Bound Timber for the next claim under the default first cost band.
  2. Use /civ deposit hand for each held stack, or /civ deposit all if every civic item in your inventory is intended for permanent contribution.
  3. Stand in an eligible unclaimed chunk directly north, south, east, or west of the capital.
  4. Run /civ claim and confirm the preview.
  5. On the newly claimed public chunk, run /civ plot type common.
  6. Use /civ inspect and have a citizen check their access there.

Use civic for government work areas and common for shared citizen areas. Keep normal territory connected to the capital. The territory guide explains capacity, expansion cost bands, and unclaiming.

Offer homes with clear costs

On eligible public land, use /civ plot list 100 to offer a plot at that price when currency features are active. A citizen buys it with /civ plot buy. The in-game purchase preview shows the price and weekly tax.

Only the leader can set the weekly tax, using /civ taxes set <amount>. The default is zero. Explain any rate change: taxes debit each owner’s personal balance, including offline players, and verified insufficient funds reclaims that plot immediately. Read weekly plot taxes before setting a nonzero amount.

After sale, the citizen controls the private plot. Being leader or advisor does not automatically let you build inside it.

Coordinate supplies and research

  1. Read /civ workorders with your citizens and choose which supplies to gather.
  2. Have contributors refine to the requested tiers before depositing. There is no stockpile withdrawal command.
  3. Complete a ready order as leader or advisor to spend its supplies and earn Knowledge.
  4. Reserve additional materials for the selected research project and future claims.
  5. Use /civ tech to begin an eligible project, then track it with /civ research status.

See the research guide for a complete Civic Planning example and the technology catalog for every cost. Work-order categories each have their own default 24-hour cooldown; more deposits alone do not remove that wait.

Grow at a sustainable pace

Use /civ members to see establishment progress. Established non-leader members contribute two claim slots each by default, subject to the overall cap. Establishment needs membership age and recent activity, so invitations alone do not immediately increase capacity.

Use /civ treasury balance and /civ treasury history to track government money. Citizen donations, government plot sales, resale fees, and weekly plot taxes are distinct from Knowledge and civic resources. Only the leader can withdraw treasury currency.

Prepare for a campaign

Before declaring war, read Scheduled wars. You need a bordering opponent, three established members on each side, expired founding shields, no blocking campaign or truce, a physical War Charter, and the declaration materials in the stockpile.

A declaration locks membership. Check /civ war status for the actual window and give citizens time to prepare for fighting and looting. Private homes can be raided during the active window. War leaves land ownership unchanged and does not restore broken builds or stolen items.

Hand over responsibility

Use /civ transfer <player> to transfer leadership to a current member before stepping down. A leader cannot simply leave the civilization leaderless.

After a leader has been offline for seven full days, an advisor can take over with /civ claimleadership. Citizens can claim only if no advisors exist, even offline ones. The first eligible successful claim wins; the former leader becomes a citizen and keeps their property. Reconnecting resets the wait, and campaign locks block the change. Leadership does not transfer automatically; see the full succession rules.

Disbanding releases protection and private rights, cancels research, and stages remaining treasury money for the former leader. Review the confirmation carefully; see membership and disbanding.


Continue reading: Civilizations and membership · Player command reference · Weekly plot taxes · Scheduled wars

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