Starting a Civ
Civ Basic
Founding Your Civ and First 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 case]
Key City Commands
/city info - Basic city info /city withdraw or /city deposit - To transfer money between your player account and city treasury. /city invite - To invite new members
/plot buy - To purchase plot your currently standing on /city info XXXXX - shows more in depth infomation about specific area /city groups - shows city permission group commands /build - shows all city build commands
Once your townhall is complete you will have to decide what to build next. It is recommended that your first building is the Monument as this is the first culture building. Culture is especially important at the start of the game as your city stats are based on the chunks in your culture border (Culture [8]). Building costs will be taken from the city's treasury and will be built based on your hammer rate. You can see a list with /build list . To place a building choose a chunk in which you want to build (you may want to use f3+g to toggle chunk guide. Use /build BUILDINGNAME and a box should appear (building tutorial) showing where the building will be built. Bear in mind when placing that the front of the building will be facing you. Once satisfied you can type ok to confirm.
Factors to consider when laying out your town:
Validation - This is a system to check the the ground underneath your placement is strong enough to support the building (Validation link)
Plots - Plots need to be purchased (Plot Link)
Roads - Once unlocked roads are a building which provide boosted stats to all buildings adjacent to them so leave a one chunk route between buildings to allow for roads to easily be added
Trade Resources - Trade good pillars are scattered around the map. To gather you will need to create a Trade Outpost or Trade Ship. If you have already placed regular buildings on top of the resource you will have to demolish the building to place a trade outpost to gain access to the resource.
Falazar (that crafty lizard demon in the sky) - Falazar doesn't only want to feast on your mortal soul but he also wants to reward those who please him. What pleases him? Pretty towns, amazing towns... you know, towns with heart. What reward do you ask? Who are you to question the plans of a flying lizard demon god?
The final thing you need to decide is the economic model for your civ. It is advised that most funds are pooled at least to begin with to allow your city the finance it needs to sustain a constant line of buildings and research to keep your civ developing and growing. For the early stages you should try to choose and specialise into one or two economic pillars and aim to develop the others once you have a more developed city.
Economic Pillars
Mining:
Mining is highly labour intensive and does not provide passive income. Early in the game it will be your main income source. However, with an organised active group it provides conda good boost to income and can easily be increased by working more. Extracting wealth from the ground through higher tiers of technology can be very lucrative and allows a lot of freedom for civs to terraform. Civs doing this should focus on trommel, quarry, blacksmith, bank and enchants.
Lumber:
Lumber is focused around the wood economy, inter-civ trade, cheap building materials and growth. It is a low-mid level labour intensive economic pillar. Wood is used for construction of all buildings and is sold at the Grand Exchange. This means lumber demand will increase over the phase raising the price, additionally high level civs will require more rare lumber which is likely to be in limited supply due to processing and the biomes they grow in. As tree growth and processing is passive citizens will need to periodically gather and redistribute resources to keep a stable income. Tree planting is limited to the Nursery building plot, and you may need several of these, and some trees can only grow in certain biomes. Upgrading nurseries will increase wood returns and tree fruits. As Farming requires high growth it is also recommended that they diversify with Crop Farming to supplement income. Civs doing this should focus on Nursery, Lumbermill, Growth rate and inter-civ trade
Crop Farming:
Crop Farming is focused around Farms and high growth rate, market selling and diversity of foods. It is a mid-high level labour intensive economic pillar to begin but as automation is acquired becomes a low intensity pillar. The demand for food will both increase in volume and complexity as cottages in the world level up. As biomes limit you to what crops you can grow, high tier cottages cannot be supported by the biome it is in on its own. The /biome and /biome crop commands will show you what can be grown in each biome. This will cause a high demand for food. As crops require growth it is also recommended that they diversify somewhat with lumber to supplement their income. Civs doing this should focus on Farms and cooking, Cottages, Pastures, Grand Exchange, and inter-civ trades.
Cottage:
Cottages are the simplest of pillars focusing on stable passive income every hour. The longer cottages are up the more they demand and the more they pay. Keep your cottages fed continuously, find trades to boost rates and change the government to focus on it. Advantage of this is that it is low labour intensive but also may require a lot of importing supplies from other cities and civs as higher level cottage requirements cannot be grown in the same biomes. At high tier fed cottages and restaurants can provide very high income but is weakened by the fact its income increase is linked to time, tech and trade goods and can't be boosted by increasing labour. Civs doing this should focus on Cottage levels, Trade and restaurant.
Trade:
Trade is another passive income pillar similar to cottages however providing much less income. Trade goods provide both buffs and hourly income. Trade focus cities are often more focused on combining buffs to make up for their lack of specialisation. Civs focusing on this should dabble in other economic pillars, focus on culture and work out combinations.