Beta Phase 2 Update 4


Balance Changes:

Tile improvement cap now scales properly with town level.

Settlement: 4
Hamlet: 6
Village: 8
Town: 12
Large Town: 15
City: 17
Large City: 20
Metropolis: 25

Town upkeep per level has been reduced

Settlement  $500
Hamlet $750
Village $1,250
Town $2,000
Large Town $3,500
City $5,500
Large City $7,000
Metropolis $10,000

Reduced Town distance from capital penalty.
Fixed a Bug with tech Iron working costing 450K instead of 45K
Changed distance to town upkeep cost so that it scales better with distance.


* Added "/town info culture" command.
* Fixed "/town info cottage" command being blank.
* Structures now check the player's position for being inside town instead of their corner position.
* "/town info" now displays correct upkeep numbers based on government upkeep rate.
* Fixed cottages from stagnating during the first hourly tick they are built.
* Farm plots are now properly removed when the farm structure is unbuilt.
* Culture expansion message no longer displays when the culture expands '0' chunks.

Beta Phase 2 update 3


* Added the ability to set the owner on plots with "/plot setowner [name]. By setting the owner of a plot to "none" you give it back to town.
* Added the ability to unclaim town plots. Stand in the plot and use "/town unclaim"
* Added new command "/town info rates" which shows culture, growth, cottage and trade rates for the town you're in.
* Added new "/plot farminfo" command to help debug farm issues, shows last growth and which blocks grew.
* Eviction is now instant if you do not own land.
* Structure can now contain blocks outside of town borders, but must still be built inside town borders.
* Addressed lag on the dynmap, it should hopefully run faster now.
* Fixed farm plots becoming active before farm structure was finished.
* Fixed structures not building during Anarchy.

Beta Phase 2 update 2


* Added a progress bar for technology to the town hall. Above the door there is now a 16 block long progress bar made of emerald/black wool. It will update as your research progresses.
* Fixed a bug causing farm chunks to not be loaded, hence no growth.
* Number of coins per beaker have been changed from 100 to 1.5, this more closely mirrors my intentions, since 1 beaker is equal to 1 mins worth of research.

Beakers can only be converted to coins from tax income collected from towns which for now means only cottage and trade income.

For example, lets say all of your towns make a combined income of 1,000 coins. Your civ's tax rate is 50%, and your civ's science percentage is 50%. This means your civilization collects 500 coins from each of its towns for income tax, then 50% of that (250 coins) is converted into beakers. Which will now provide about 167 beakers.

Beta Phase 2 and first update!

Hey all, beta phase 2 was released last night. A few bugs have been found and fixed.

* Creepers and TNT can no longer explode structure blocks
* Civilizations can now pay their debt off when they deposit money using /civ deposit.
* Grocer now charges for the food.
* Added "/civ group" command so you can add players to the leaders or advisers group to your civ.
* Changed beaker timer to run once a min instead of every 2 seconds, this should reduce lag and prevent the beakers from being effected too badly by lag. The downside is that updates to beaker % will only happen once a min.

CivCraft Beta Phase 1 Update 2

* Fixed fire and portal blocks requiring the build permission to be used.
* Fixed permission error messages spamming the player.
* Prevented non-player entites from triggering switches when interact is set to off.
* Fixed extra error messages when adding offline players to groups.
* Town names, Civ names, and resident names are no longer case sensitive.
* added a /civ list command, lists all towns in the named civ.
* added a /gc command, with no args it returns you to global chat, with args it will type it in global chat regardless of which chat channel you are in.
* Added an override permission mode for admins which allows them to ignore plot permissions.
* Added the ability for admins to listen to and enter town and civ chat channels.
* Added a basic dynmap plugin to show town borders.

CivCraft Beta Phase 1 update 1

Fixed some bugs, added some requests.

* Added "town chat" (/tc) and "civ chat" (/cc) commands. They allow you to communicate in private channels with only town/civ members.
* Added "/town list" and "/civ list" which lists all towns and civs in the game respectively.
* Fixed chunk claim bug where claimed chunks were sometimes not aligned with server chunks.
* Add a "PvP" warning when entering the wilderness.
* Fixed owners not being able to set permissions in plots they owned. Mayors and assistants can no longer assign permissions in plots that are owned by other residents.
* Installed ChestShop plugin


Hello everyone, I’m pleased to announce that we are making awesome progress with the removal of towny and the recreation of civcraft. Soon we will need dedicated community members to start testing features for us.

I have officially opened BETA signups and will start reviewing applications posted on the forums. We want to keep our testing controlled and organized by starting small and then slowly increasing the number of beta testers. The application process is NOT based on first come first serve. We are looking for experienced players that are familiar with Civcraft mod and have at least some understanding of the game Civilization4 that Civcraft is loosely based on.

Visit our forums to signup!



Sever had a meltdown.

The Minecraft program crashed.  This time the Towny plugin freaked out and wiped a LARGE amount of data in the process.  To compound this problem, the backups, that are scheduled to run regularly, stopped working at the end of November.

The data that was lost is the block resident data.  This is the data that connects a block to a town.  Whole towns were just gone.  Netizen has done his best to recover as much of the data as he could.  There was just too much data lost to recover to a fully usable condition.

What does this mean?  It means the the end.  For all intents and purposes this akin to a server wipe.  We wish it were otherwise.

What happens now?  We talked through all of our options.  We hemmed and hawed.  Wrung our hands.  Sacrificed chickens.  After all of that, we have decided that the best course of action would be to work VERY hard on a new server.  One that will utilizing a new mod written by Netizen to replace Towny.  It will also take into account new content proposed for 1.5 without shoehorning.  There are other considerations we went through, but they don’t all need listing.  Suffice it to say that we did not make the decision lightly.

What do we do until the new Civcraft server is ready?  We are going to put this server back on while the new server is being worked on, but in creative mode with all of the Towny and Civ mods turned off so that everyone can show off their creative sides.  If there is enough interest, we could be talked into setting up a small chaos server with two towns that would go to war on a regular basis and the time between spent on setting up defense.

BUT WAIT…there is a bright side to this.  The new Civ Mod being finished by Netizen will offer a whole slew of new content and changes.  This time it replaces Towny, removing it’s instability and limitations from the game, instead of working around them. There will be new structures, technologies, wonders, and control features making this an even richer play experience.  Many of the suggestions from past posts are being looked at and incorporated.  More Civilization style features are being included, as well. Such as multiple towns, technology research based out your town’s science output, barbarian camps, goody huts and new offensive war features. It should be a very exciting experience.

We are VERY sorry that it has come to this.  It is definitely a painful learning experience.  Please bear with us and be patient as we work through this unfortunate circumstance.  We hope that you will continue to frequent our server and we definitely look forward to seeing you in the new world.

Here is a link to the map in case you want a copy to play with as your own.  (BEWARE: it is 23GB in size)

Once again, we are truly sorry.

Your Admin Staff.

Server Updated to 1.4.6

Well, 1.4.6 is now online. I’ve got the next few days off to keep a close eye on the server. I also got in some critical bug fixes.



* Trommel and Cottage code has been reworked, should function better now
* Fixed not being able to declare independence.
* fixed /dip command showing "internal error" when your town is a vassal.
* Updated all plugins.
* Updated to latest version of Spigot. Should bring performance and bugfixes for us.