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Territory and Protection
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Claim connected land, choose how it is shared, and understand what protection covers.
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: Claims and expansion · Capital and civilization home · Plot types and everyday access · Reading a connected claim layout
A claim is one Minecraft chunk: 16×16 blocks horizontally, covering the vertical column. Use the Java client's chunk-border display if you need to locate its edges.
Normal claims must touch your existing territory on a north, south, east, or west edge. Diagonal contact alone is insufficient. All land must stay connected to the capital; removing a connecting chunk is denied. Capacity and allowed-world/biome rules also apply.
Deposit materials first, stand in the target chunk, then run /civ claim. Claims spend the shared stockpile, not the items still in your inventory. Default costs depend on the resulting total claim count:
| Total claims after purchase | Civic cost of this claim |
|---|---|
| Up to 8 | 2 Heavy Cobblestone + 1 Bound Timber |
| 9–24 | 1 Reinforced Masonry + 2 Bound Timber |
| 25–48 | 2 Reinforced Masonry + 1 Engineered Timber + 1 Forged Components |
| 49–96 | 1 Monumental Masonry + 1 Engineered Timber + 1 Tempered Mechanisms |
| 97–128 | 2 Monumental Masonry + 1 Great Beams + 2 Tempered Mechanisms |
/civ unclaim releases eligible land and returns the configured percentage of its recorded resource cost to the stockpile: 50% by default, subject to whole-item rounding. It cannot release the capital or disconnect the territory. Review any private-ownership or campaign restriction shown by the command.
The capital is public government land and keeps its ownership during war. Use /civ sethome from the capital to set the civilization arrival, then /civ home to return. Home travel is enabled by default with a 5-second warmup and 60-second cooldown; the destination must be safe.
Only the leader can move the capital, using /civ setcapital on an eligible unlisted civic claim. The default move cost is 2 Reinforced Masonry + 1 Engineered Timber, with a 7-day capital-move cooldown. Campaign restrictions apply.
Sovereignty and ownership are different: the civilization controls the claim, while a citizen may privately own a plot within it.
| Type | Normal building/controller access |
|---|---|
CAPITAL |
Government: leader/advisors; the capital cannot be privately sold or conquered |
CIVIC |
Government: leader/advisors |
COMMON |
Shared land for the civilization's citizens |
PRIVATE |
Owner and explicitly trusted current citizens |
FOR_SALE |
Access depends on whether it is a government listing or an owner's private resale; listing does not grant everyone building access |
An advisor or leader does not automatically gain building access to another citizen's private plot. Interaction/container flags can grant narrower access without transferring ownership. /civ inspect is the best explanation of a specific location's effective permissions.
Protection covers direct building and many indirect paths, including containers, buckets, fire, fluids, pistons, dispensers, explosions, hoppers, animals, vehicles, hanging entities, and armor stands. Machines that cross different access boundaries may be blocked even when both ends belong to the same civilization.
By default, civilization friendly fire is disabled in its own claims and enabled outside its own claims. Animal protection and mob-grief prevention are enabled. Claims are not a blanket guarantee against every form of PvP; war and server combat rules still matter.
Villager and wandering-trader commerce is disabled, including direct merchant-inventory access. Physical Nether/End portals and End gateways are also suppressed; use the travel commands.
Each cell below represents one chunk. C is your capital, O an existing claim, and + a chunk touching the capital on an edge.
North
[ ] [+] [ ]
West [+] [C] [+] East
[ ] [+] [ ]
South
The four + chunks have the required edge connection. The corner chunks do not touch the capital on an edge, so they need a connecting claim first. Adjacency alone does not guarantee eligibility: capacity, world, protection, cost, and campaign checks still apply.
In a line of claims [C] [O] [O], the middle claim is a bridge. Releasing it would disconnect the outer claim, so normal unclaiming is denied. Plan roads and public areas with this connectivity rule in mind.
For a shared building area, a leader/advisor can stand in an eligible non-capital public claim and use /civ plot type common. Use /civ plot type civic to return eligible public land to government access.
Continue reading: Private plots and housing · Leader’s handbook · Scheduled wars
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