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CivCraft · Wiki · 6/19

Structures

How to build, what each structure costs and does, and all the shop upgrades.

ChaptersChapter 6 of 19

You do not build CivCraft structures block by block. You pick a structure, the town pays, and it rises by itself. Each structure has a function: a bank exchanges ore, a mine gives hammers, a tower shoots at enemies.

Every structure in this photo was placed with one command.

How to build

Only mayors and assistants can build.

  1. /build list shows what your town can build now.
  2. /build info <name> shows the price, upkeep and hammers of one structure.
  3. Stand where the structure should go and type /build <name>, for example /build Bank.
  4. You now see the structure itself, exactly as it will be built, inside an outline in bedrock. A light block hangs above each door. Only you see this, and nothing has been paid yet.
  5. If the structure faces the wrong way, type rotate (or r or draai). The whole structure turns a quarter clockwise on the same spot, as often as you like.
  6. Type yes to build what you see. Anything else cancels, at no cost. If you do not answer for 3 minutes, the game cancels by itself.

The price comes out of the town treasury. A town builds one structure at a time. /build progress shows how far it is.

Direction: where the door goes

Two things decide where a structure goes and which way it faces: the chunk you stand in and the compass direction you look in.

  • The structure starts against the edge of your chunk and extends away from you, in the direction you look.
  • The game first places the structure with its entrance towards you. A structure without a clear entrance, such as a tower or the Monument, simply gets a first position.
  • Sideways it starts at the west or north edge of your chunk, not where exactly you stand.
  • A tile improvement (Farm, Mine, Cottage, Windmill, Pasture, Trade Outpost, Fishing Boat) fills the chunk you stand in, with its entrance on the side you look at.

This is what it looks like when you face north:

+----------------+
|   structure    |
+--- entrance ---+    the side against your chunk
+-------+
|  you  |             the chunk you stand in
+-------+

Turn around and the same structure goes on the other side of your chunk, again facing you. Looking diagonally does not help: the game rounds to north, east, south or west. To turn the structure on the same spot, type rotate at the question after /build.

You do not have to guess: the preview shows it before you confirm.

  • You see the real blocks of the structure: floor, walls, stairs. For a large structure those are the bottom layers; the game says how many.
  • Each door and gate stands where it will be, under a light block so you can see it from far away.

Two keys help too. F3 shows which compass direction you face. F3 + G draws the chunk borders in the world.

If the entrance is on the wrong side, type rotate until the structure stands the way you want; the game says which of the 4 positions you see. If the outline is in the wrong place, cancel, step one chunk aside and try again. It costs nothing.

Build time

The build time in hours is the hammers of the structure divided by the hammers of your town per hour. A town with 100 hammers builds a Bank of 1200 hammers in 12 hours. The game reports the estimate at the start. You get more hammers from hilly land, Mines and certain trade goods, see Culture and happiness.

Rules for the site

  • The structure has to be inside your town. Towers and the Trommel may also stand outside it, inside your culture.
  • Tile improvements (Farm, Mine, Cottage and the like) take a whole chunk. One fits per chunk and the town level decides how many you may have.
  • The ground has to carry the structure. Above caves, water or a cliff the game refuses, saying the blocks below would not support it. Fill the ground and try again.
  • If you later remove the ground under a structure, it loses 10% of its HP per hour until you fix it. /build validatenearest checks again.

Demolishing and repairing

  • /build demolishnearest demolishes the nearest structure. You get nothing back.
  • /build repairnearest repairs a destroyed structure for half the price.
  • /build refreshnearest puts the blocks of a structure back as they should be. Once per 30 minutes.
  • /build undo takes back the last Road or Wall and refunds the coins.

Structures in the town

Town Hall

2 per town

Cost
10,000
Upkeep per day
0
Hammers
600
HP
1,000
  • +25 culture per hour

Capitol

2 per town

Cost
50,000
Upkeep per day
0
Hammers
600
HP
2,000
  • +50 culture per hour

Bank

Religion · 1 per town

Cost
2,250
Upkeep per day
100
Hammers
1,200
HP
200

Trommel

Mining · unlimited

Cost
5,000
Upkeep per day
1,000
Hammers
800
HP
200

Store

Commerce · 1 per town

Cost
2,500
Upkeep per day
250
Hammers
900
HP
200

Library

Productivity · 1 per town

Cost
5,000
Upkeep per day
500
Hammers
1,500
HP
250
  • +50 beakers per hour
  • +0.05 beakers per chunk in your culture in Desert, Ocean, Warm Ocean, Lukewarm Ocean, Cold Ocean

Grocer

Hunting · 1 per town

Cost
1,500
Upkeep per day
150
Hammers
900
HP
200

Blacksmith

Blacksmithing · 1 per town

Cost
32,000
Upkeep per day
2,000
Hammers
1,500
HP
350
  • -3 happiness
  • -0.2 growth
  • +50 hammers per hour
  • +100 hammers with trade good Copper, Oil, Silver

Granary

Pottery · 3 per town

Cost
2,500
Upkeep per day
1,500
Hammers
500
HP
50

Monument

Religion · 1 per town

Cost
15,000
Upkeep per day
1,500
Hammers
2,000
HP
250
  • +3 happiness
  • +200 culture per hour

Temple

Priesthood · 1 per town

Cost
30,000
Upkeep per day
2,500
Hammers
2,000
HP
250
  • +100 culture per hour
  • +5 happiness

Shipyard

Sailing · 1 per town

Cost
35,000
Upkeep per day
1,500
Hammers
2,000
HP
300
  • +0.02 hammers per chunk in your culture in Ocean, Warm Ocean, Lukewarm Ocean, Cold Ocean
  • +0.05 growth per chunk in your culture in Ocean, Warm Ocean, Lukewarm Ocean, Cold Ocean

You build this block by block along a line; there is no fixed building.

Road

Masonry · unlimited

Cost
300
Upkeep per day
50
Hammers
500
HP
1,000

Barracks

Armory · 1 per town

Cost
15,000
Upkeep per day
1,000
Hammers
1,500
HP
700
  • 3 less war unhappiness

Market

Commerce · unlimited

Cost
10,000
Upkeep per day
1,250
Hammers
2,600
HP
200
  • +1 happiness
  • +10% trade income

Stable

Global Trade · 1 per town

Cost
5,000
Upkeep per day
750
Hammers
1,200
HP
300
  • +50 hammers per hour
All numbers in one table
NameTechnologyCostUpkeep per dayHammersMax per townHPEffect
Town Hall—10,000060021,000
  • +25 culture per hour
Capitol—50,000060022,000
  • +50 culture per hour
BankReligion2,2501001,2001200—
TrommelMining5,0001,000800unlimited200—
StoreCommerce2,5002509001200—
LibraryProductivity5,0005001,5001250
  • +50 beakers per hour
  • +0.05 beakers per chunk in your culture in Desert, Ocean, Warm Ocean, Lukewarm Ocean, Cold Ocean
GrocerHunting1,5001509001200—
BlacksmithBlacksmithing32,0002,0001,5001350
  • -3 happiness
  • -0.2 growth
  • +50 hammers per hour
  • +100 hammers with trade good Copper, Oil, Silver
GranaryPottery2,5001,500500350—
MonumentReligion15,0001,5002,0001250
  • +3 happiness
  • +200 culture per hour
TemplePriesthood30,0002,5002,0001250
  • +100 culture per hour
  • +5 happiness
ShipyardSailing35,0001,5002,0001300
  • +0.02 hammers per chunk in your culture in Ocean, Warm Ocean, Lukewarm Ocean, Cold Ocean
  • +0.05 growth per chunk in your culture in Ocean, Warm Ocean, Lukewarm Ocean, Cold Ocean
RoadMasonry30050500unlimited1,000—
BarracksArmory15,0001,0001,5001700
  • 3 less war unhappiness
MarketCommerce10,0001,2502,600unlimited200
  • +1 happiness
  • +10% trade income
StableGlobal Trade5,0007501,2001300
  • +50 hammers per hour

"Max per town" is how many one town can have. If a town has more, after a conquest for example, the extra ones are switched off.

Town Hall and Capitol

The heart of the town. A capital has a Capitol, each other town a Town Hall. They give culture, show the current research, hold the frames for trade goodies and contain the control blocks. Whoever destroys all of those in a war captures the town. They cannot be demolished.

Bank

At the Bank you exchange ore for coins. Left-click the sign with the ore in your hand; each click exchanges one item.

The higher the bank level, the more you get.

Bank levelExchange rateIron IngotGold IngotDiamondEmerald
140%880160200
250%10100200250
360%12120240300
470%14140280350
580%16160320400
690%18180360450
7100%20200400500
8120%24240480600
9150%30300600750
10200%404008001,000
UpgradeCostTechnologyRequires upgradeEffect
Bank Level 24,000Code of Laws—bank becomes level 2
Bank Level 36,000WritingBank Level 2bank becomes level 3
Bank Level 412,000MonarchyBank Level 3bank becomes level 4
Bank Level 514,000CurrencyBank Level 4bank becomes level 5
Bank Level 616,000EconomicsBank Level 5bank becomes level 6
Bank Level 718,000NationalismBank Level 6bank becomes level 7
Bank Level 820,000ConstructionBank Level 7bank becomes level 8
Bank Level 922,000InnovationBank Level 8bank becomes level 9
Bank Level 1024,000Scientific MethodBank Level 9bank becomes level 10
Bank Interest I2,000WritingBank Level 20.75% interest per day on the treasury
Bank Interest II4,000CurrencyBank Interest I1.00% interest per day on the treasury
Bank Interest III8,000NationalismBank Interest II1.50% interest per day on the treasury
Bank Interest IV16,000InnovationBank Interest III2.50% interest per day on the treasury

The Bank Interest upgrades give the town daily interest on the balance of the treasury.

Without a bank you can exchange ore with /res exchange, but then you only get 30% of the value.

Store

The Store sells materials you cannot get otherwise, mainly from the Nether. A town buys an upgrade per kind; after that everyone buys 64 per click. One Store holds four kinds.

ItemPrice (64)Upgrade price
Soul Sand320350
Netherrack320350
Nether Brick250350
Quartz320350
Blaze Rod3,000350
Magma Cream4,500350
Glowstone Dust2,500350

Grocer

The Grocer sells food. Higher levels add better kinds.

ItemGrocer levelPrice
Fish18
Roast Chicken215
Cooked Pork320
Pumpkin Pie450
UpgradeCostTechnologyRequires upgradeEffect
Upgrade Grocer Level 22,500Trade—grocer becomes level 2
Upgrade Grocer Level 33,000CommerceUpgrade Grocer Level 2grocer becomes level 3
Upgrade Grocer Level 45,000Global TradeUpgrade Grocer Level 3grocer becomes level 4

Library

Enchanting tables do not work in CivCraft. You buy enchants at the Library: the town buys the upgrade first, after that each person pays per enchant. Hold the item in your hand and left-click the sign. The Library also gives the town 50 beakers per hour.

EnchantPriceUpgrade priceRequires upgrade
Looting I50125—
Looting II250375Upgrade Library Level 2
Efficiency I1575—
Efficiency II75500Upgrade Library Level 2
Efficiency III200875Upgrade Library Level 3
Efficiency IV7502,500Upgrade Library Level 3
Efficiency V1,5003,750Upgrade Library Level 4
Fortune I7501,500Upgrade Library Level 2
Silk Touch I1,0002,500Upgrade Library Level 2
Soulbound30,0002,500Upgrade Library Level 2
Feather Falling I1,0002,500Upgrade Library Level 4
UpgradeCostTechnologyRequires upgradeEffect
Upgrade Library Level 25,000Artillery—library becomes level 2
Upgrade Library Level 310,000EfficiencyUpgrade Library Level 2library becomes level 3
Upgrade Library Level 415,000Advanced EfficiencyUpgrade Library Level 3library becomes level 4

Soulbound is special: an item with Soulbound stays with you when you die.

Granary and Cottage

A Cottage earns the town coins each hour. In return it eats food from the chests of a Granary. Without a Granary a Cottage does nothing.

LevelConsumes per hourNeeded for next levelCoins per hour
11× Bread, 1× Carrot2475
22× Bread, 2× Carrot, 1× Potato48150
32× Bread, 3× Carrot, 2× Potato96225
43× Bread, 4× Carrot, 3× Potato120300
54× Bread, 5× Carrot, 4× Potato144375
65× Bread, 6× Carrot, 6× Potato, 1× Raw Porkchop288450

A Cottage goes up a level once it has been fed for the listed number of hours. Without food it drops. The yield depends on your government and on the happiness of the town. The Taxation tech doubles it.

Mine

A Mine gives the town hammers. It burns Redstone from its chest to do so.

LevelConsumes per hourNeeded for next level
110× Redstone24
215× Redstone48
320× Redstone96
425× Redstone120
530× Redstone144

Per level a Mine gives 7 hammers for each chunk of your own culture in the block of 3 by 3 chunks around the mine. Mountain biomes add a bonus, see the table at the top.

Trommel

The Trommel sifts cobblestone. Put cobblestone in the input chest: one disappears per second, with a small chance of ore.

  • Iron: 4%
  • Gold: 2%
  • Diamond: 0.5%
  • Emerald: 0.2%
  • Chromium Ore: 0.08%

Under the Despotism government those chances are doubled. You need Chromium Ore for the best gear.

Farm and Windmill

Crops grow faster on a Farm, especially in Plains. A Windmill plants seeds from its chest on the Farms next to it by itself, except during WarTime.

Pasture

Animals only breed inside a Pasture, and it holds 30 animals. Breeding in the wild does not work.

Monument and Temple

Both give culture and happiness. At the Temple you can also sacrifice: kill a sheep within 20 blocks of the temple and the town gets 50 culture.

Market

At the Market you buy and sell resources at prices that hold for the whole server. See Economy. A Market also gives the town 1 happiness and 10% more income from trade goods.

Stable

The Stable sells horses, a mule, saddles and name tags. You can only buy horses when the town uses the Horses trade good. Wild horses cannot be ridden.

ItemPrice
Horse25,000
Trusty Steed100,000
Thoroughbred500,000
Mule2,500
Saddle3,000
Name Tag40,000

Blacksmith

The Blacksmith has two functions: the smelter, which gets 25% more ingots out of ore, and the forge, where you improve gear using catalysts. Both are explained in Gear. A Blacksmith costs the town 3 happiness.

Barracks

At the Barracks you train units: the Settler and the Spy. A Barracks also removes 3 of the unhappiness a war causes. See Running your town and Spies.

Shipyard, Trade Outpost and Fishing Boat

A Trade Outpost or a Fishing Boat brings in a trade good. A Fishing Boat needs a Shipyard first. See Trade goods.

Road

A Road is a path of cobblestone. Type /build Road, place the first marker torch at the start and the second at the end. One stretch is 50 blocks long at most and costs 300 coins. On a road you walk 1.5 times as fast and a horse runs 1.1 times as fast.

Tile improvements

Tile improvements around a town: Farms, a Windmill, a Pasture, a Mine and a Trade Outpost.

Each of these takes a whole chunk.

Cottage

Advanced Masonry · unlimited

Cost
5,000
Upkeep per day
1,000
Hammers
1,400
HP
100
  • +15 coins per level; +5 in Desert; +5 in Beach; +5 in River; +5 in Jungle

Mine

Productivity · unlimited

Cost
25,000
Upkeep per day
1,500
Hammers
900
HP
300
  • +7 hammers per level; +3 in Windswept Hills; +3 in Meadow; +3 in Snowy Slopes, Frozen Peaks; +1 in Bamboo Jungle

Trade Outpost

Trade · unlimited

Cost
25,000
Upkeep per day
500
Hammers
2,000
HP
500

Fishing Boat

Trade · unlimited

Cost
25,000
Upkeep per day
500
Hammers
2,000
HP
500

Farm

Agriculture · unlimited

Cost
2,500
Upkeep per day
500
Hammers
800
HP
50
  • grows faster in Plains

Pasture

Hunting · unlimited

Cost
2,500
Upkeep per day
500
Hammers
1,000
HP
500

Windmill

Automation · unlimited

Cost
25,000
Upkeep per day
2,500
Hammers
3,000
HP
350
All numbers in one table
NameTechnologyCostUpkeep per dayHammersMax per townHPEffect
CottageAdvanced Masonry5,0001,0001,400unlimited100
  • +15 coins per level; +5 in Desert; +5 in Beach; +5 in River; +5 in Jungle
MineProductivity25,0001,500900unlimited300
  • +7 hammers per level; +3 in Windswept Hills; +3 in Meadow; +3 in Snowy Slopes, Frozen Peaks; +1 in Bamboo Jungle
Trade OutpostTrade25,0005002,000unlimited500—
Fishing BoatTrade25,0005002,000unlimited500—
FarmAgriculture2,500500800unlimited50
  • grows faster in Plains
PastureHunting2,5005001,000unlimited500—
WindmillAutomation25,0002,5003,000unlimited350—

Defence

An Arrow Tower, a Cannon Tower and a Scout Tower around a War Camp.

You build this block by block along a line; there is no fixed building.

Wall

Advanced Masonry · unlimited

Cost
50
Upkeep per day
400
Hammers
300
HP
1,000

Arrow Tower

Artillery · 6 per town

Cost
50,000
Upkeep per day
1,500
Hammers
2,500
HP
500

Cannon Tower

Advanced Artillery · 1 per town

Cost
250,000
Upkeep per day
3,500
Hammers
5,000
HP
1,000

Scout Tower

Masonry · 4 per town

Cost
15,000
Upkeep per day
800
Hammers
1,500
HP
500
All numbers in one table
NameTechnologyCostUpkeep per dayHammersMax per townHPEffect
WallAdvanced Masonry50400300unlimited1,000—
Arrow TowerArtillery50,0001,5002,5006500—
Cannon TowerAdvanced Artillery250,0003,5005,00011,000—
Scout TowerMasonry15,0008001,5004500—

How towers and walls work is in Diplomacy and war.