Difference between revisions of "Trash"

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Ferret-legging was an endurance test or stunt in which ferrets were trapped in trousers worn by a participant. Also known as put 'em down[2] and ferret-down-trousers,[3] it seems to have been popular among coal miners in Yorkshire, England. Contestants put live ferrets inside their trousers; the winner is the one who is the last to release the animals.
Founding your city


Ferret-legging may have originated during the time when only the relatively wealthy in England were allowed to keep animals used for hunting, forcing poachers to hide their illicit ferrets in their trousers. Following a brief resurgence in popularity during the 1970s, it has been described as a "dying sport",[4] although a national ferret-legging event was held in Richmond, Virginia, US from 2003 to 2009.
Location is the first major decision you will have to make as a Civilization. The placement of your city will affect your Civ and city in many ways. The three key factors affected are:
 
City Stats
 
Cities have 5 stats: Hammers (Build Speed), Beakers (Research Speed), Growth (Crop Growth Rate), Culture Rate (Border expansion speed) and Happiness (a multiplier effect for town stats). These stats are determined based on the biomes within your culture zone. Every biome has different stats so looking for an area with high biome stats is essential. Biome Wikihttp://falazar.com/civwiki/index.php?title=Biomes Use /biome near 4 (XXXX) to see what the stats are in the area you are in
 
The first city should focus on Beakers and Hammers and it's recommended that you scout out a couple of locations before placing.
 
Trade Goods
 
Trade goods (http://falazar.com/civwiki/index.php?title=Trade_Goods) look like bedrock pillars, these are resources that provide buffs for cities. While not unlocked to begin with (Trade Outpost[http://falazar.com/civwiki/index.php?title=Trade_Outpost]) they do become a key part in a civ's plans once they are unlocked.
 
Neighbours
 
Remember there are other players and civs on the map. Placing a city near another is likely to lead to war so unless you're willing to fight for the area later on down the line it is recommended that try to stay as far from other civs as you can.
 
 
Now you have chosen a location and are ready to place your Town Hall.
To do this do /civ create CIVNAME. Then name your civilization and your first city. Once you have confirmed the building placement the Town Halls scaffolding should appear. This system is how all buildings in civworld are constructed. It will slowly build itself based on your city's hammer rate.
 
************************************************************************
 
Things to know once placed
 
Now you have placed your city and town hall, the first thing you should do is begin inviting your members using the command /city invite PLAYERNAME and familiarise yourself with both your civ management commands and city management commands.
 
Key Civ Commands:
 
/civ - Shows you all the options in the civ management commands
/civ info - Shows your Civ's information
/civ withdraw or /civ deposit - To transfer funds between you and your civ's treasury
/civ research - Shows all research related commands
/civ group - Shows civ permission group commands
/civ diplomacy - Shows all civ diplomacy commands
/civ info XXXX - Shows more in depth information on a specified field
/player chat civ - Toggle in and out of civ chat (chat only seen by your civ members
 
Research
Once you have brought your civ members into your new city your first aim should be to start your first technology (Tech Tree[http://falazar.com/projects/civworld/techTree.php]). Techs will unlock new buildings, increase city stats and allow you to level up your buildings (Buildings [http://falazar.com/civwiki/index.php?title=Buildings]). It is very important for the civ's leadership to plan their techs with their individual civ's strengths and play style in mind.  
For example a civ with a larger number of active players are more likely to focus on the labour intensive economic routes such as Mining & Lumber. While a smaller civ with less active members may focus on more passive incomes such as trades and cottages. In addition to economic techs there are also military techs providing gear unlocks (Gear [http://falazar.com/civwiki/index.php?title=Armor_/_Gear_/_Weapons&action=edit&redlink=1]), efficiency unlocks (Library [http://falazar.com/civwiki/index.php?title=Library] / tech tree [http://falazar.com/projects/civworld/techTree.php]) or culture which provides ways to expand your borders quicker (Culture [http://falazar.com/civwiki/index.php?title=Culture]). To begin with we recommend researching Mysticism first to grow your culture
.
To see what you can research you can type /civ research list. You may also queue a number of techs to automatically start after each other if you have the funds for extra tech.
To research you need to type /civ research buy techname [*all lower ca

Revision as of 06:40, 21 December 2021

Founding your city

Location is the first major decision you will have to make as a Civilization. The placement of your city will affect your Civ and city in many ways. The three key factors affected are:

City Stats

Cities have 5 stats: Hammers (Build Speed), Beakers (Research Speed), Growth (Crop Growth Rate), Culture Rate (Border expansion speed) and Happiness (a multiplier effect for town stats). These stats are determined based on the biomes within your culture zone. Every biome has different stats so looking for an area with high biome stats is essential. Biome Wikihttp://falazar.com/civwiki/index.php?title=Biomes Use /biome near 4 (XXXX) to see what the stats are in the area you are in

The first city should focus on Beakers and Hammers and it's recommended that you scout out a couple of locations before placing.

Trade Goods

Trade goods (http://falazar.com/civwiki/index.php?title=Trade_Goods) look like bedrock pillars, these are resources that provide buffs for cities. While not unlocked to begin with (Trade Outpost[1]) they do become a key part in a civ's plans once they are unlocked.

Neighbours

Remember there are other players and civs on the map. Placing a city near another is likely to lead to war so unless you're willing to fight for the area later on down the line it is recommended that try to stay as far from other civs as you can.


Now you have chosen a location and are ready to place your Town Hall. To do this do /civ create CIVNAME. Then name your civilization and your first city. Once you have confirmed the building placement the Town Halls scaffolding should appear. This system is how all buildings in civworld are constructed. It will slowly build itself based on your city's hammer rate.

Things to know once placed

Now you have placed your city and town hall, the first thing you should do is begin inviting your members using the command /city invite PLAYERNAME and familiarise yourself with both your civ management commands and city management commands.

Key Civ Commands:

/civ - Shows you all the options in the civ management commands /civ info - Shows your Civ's information /civ withdraw or /civ deposit - To transfer funds between you and your civ's treasury /civ research - Shows all research related commands /civ group - Shows civ permission group commands /civ diplomacy - Shows all civ diplomacy commands /civ info XXXX - Shows more in depth information on a specified field /player chat civ - Toggle in and out of civ chat (chat only seen by your civ members

Research Once you have brought your civ members into your new city your first aim should be to start your first technology (Tech Tree[2]). Techs will unlock new buildings, increase city stats and allow you to level up your buildings (Buildings [3]). It is very important for the civ's leadership to plan their techs with their individual civ's strengths and play style in mind. For example a civ with a larger number of active players are more likely to focus on the labour intensive economic routes such as Mining & Lumber. While a smaller civ with less active members may focus on more passive incomes such as trades and cottages. In addition to economic techs there are also military techs providing gear unlocks (Gear [4]), efficiency unlocks (Library [5] / tech tree [6]) or culture which provides ways to expand your borders quicker (Culture [7]). To begin with we recommend researching Mysticism first to grow your culture . To see what you can research you can type /civ research list. You may also queue a number of techs to automatically start after each other if you have the funds for extra tech. To research you need to type /civ research buy techname [*all lower ca