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Research
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Unlock equipment, industry, transport, dimensions, and greater civilization capacity.
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: Starting and completing research · Technology enforcement · Choose a research direction · Worked example: Civic Planning · Displayed civilization age
Open /civ tech, /civ techtree, or /civ research tree. Hover technologies for costs, prerequisites, capabilities, and progress. A leader/advisor can select an eligible project or use its key:
/civ research start civic_planning
/civ research status
/civ research cancel 1
Starting research requires completed prerequisites, enough Knowledge and civic stockpile materials, and a free queue. Both kinds of cost are spent when research starts. Research uses elapsed real time and persists through logout/restarts; completion is processed by the server's research checks, every 30 seconds by default.
There is one queue initially. Imperial Administration adds a second queue. Scholarship reduces subsequent research durations by 10%. Base durations are listed in the technology catalog; inspect your actual project for its completion time.
Cancellation is available during the first 5 minutes by default and refunds all recorded costs. After that grace period, normal cancellation is denied. If more than one queue is active, specify the queue number.
| Mode | Behavior |
|---|---|
STRICT (default) |
Gate mapped crafting/production and mapped use/equipment actions |
CRAFT_ONLY |
Gate mapped crafting/production; ordinary item-use enforcement is relaxed, but dimension commands still check expedition technology |
DISABLED |
Disable capability enforcement; research/civilization systems remain available |
In strict mode, receiving locked equipment from another player does not unlock its use. Unaffiliated players have no civilization research. Technology is action-specific: for example, some recipes require two branches together. Powered rails require Mechanical Transport and Redstone Engineering; spectral arrows require Fletching and Nether Expedition; tipped arrows require Fletching and Advanced Alchemy.
Plain water bottles can be drunk without Alchemy, including for hydration plugins. Other drinkable potions and water bottles with custom potion effects still require Alchemy; splash and lingering potions still require Advanced Alchemy.
Nether and End trips also require a crafted Nether Ember or End Sigil, consumed only on successful travel. Expedition research unlocks access; it does not supply the offering. See ritual recipes and travel rules.
Use your community’s immediate needs to choose a branch. These are planning examples; each project also needs its listed Knowledge, materials, prerequisites, and queue time.
| Goal | Research path |
|---|---|
| Boats and fishing | Seafaring |
| Iron equipment, shields, and buckets | Copperworking → Ironworking |
| More early territory | Civic Planning |
| Hoppers, pistons, and basic rails | Copperworking → Ironworking → Engineering |
| Nether travel | Copperworking → Ironworking, plus Scholarship → Nether Expedition |
| Enchanting and End travel | Engineering + Scholarship → Diamondworking → Enchanting → End Expedition |
| Elytra use | End Expedition + Engineering → Aeronautics |
Check all prerequisites in the complete technology catalog, which includes exact civic costs and command keys. A route names projects to unlock; it does not supply the equipment or materials for you.
A leader or advisor needs 13 Knowledge, 8 Heavy Cobblestone, 4 Bound Timber, and 2 Research Folios in the civilization’s balances. Civic Planning has no technology prerequisite.
- Use
/civ workordersto see which supplies will earn the missing Knowledge. - Craft and deposit enough civic items for those orders and the project. Completed orders consume their own supplies.
- Check
/civ stockpile, then open/civ techor use/civ research start civic_planning. - Use
/civ research statusto see the actual completion time. Its default base duration is four hours. - After completion is processed, the civilization gains eight claim-capacity slots. Claiming each new chunk still costs resources.
| Displayed age | Completed milestones |
|---|---|
| Settlement | Starting age |
| Iron Age | Ironworking and Civic Planning |
| High Age | Diamondworking and any two of Enchanting, Alchemy, Administration III, Advanced Alchemy |
| Imperial Age | Imperial Administration |
Completing a technology from a later catalog group does not by itself satisfy every displayed-age milestone. Use /civ info to see the civilization's current age and progress.
Continue reading: Complete technology catalog · Work orders and Knowledge · Travel and dimensions
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