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.
How to build
Only mayors and assistants can build.
/build listshows what your town can build now./build info <name>shows the price, upkeep and hammers of one structure.- Stand where the structure should go and type
/build <name>, for example/build Bank. - 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.
- If the structure faces the wrong way, type
rotate(orrordraai). The whole structure turns a quarter clockwise on the same spot, as often as you like. - Type
yesto 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 validatenearestchecks again.
Demolishing and repairing
/build demolishnearestdemolishes the nearest structure. You get nothing back./build repairnearestrepairs a destroyed structure for half the price./build refreshnearestputs the blocks of a structure back as they should be. Once per 30 minutes./build undotakes 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
Market
Commerce · unlimited
- Cost
- 10,000
- Upkeep per day
- 1,250
- Hammers
- 2,600
- HP
- 200
- +1 happiness
- +10% trade income
All numbers in one table
| Name | Technology | Cost | Upkeep per day | Hammers | Max per town | HP | Effect |
|---|---|---|---|---|---|---|---|
| Town Hall | — | 10,000 | 0 | 600 | 2 | 1,000 |
|
| Capitol | — | 50,000 | 0 | 600 | 2 | 2,000 |
|
| Bank | Religion | 2,250 | 100 | 1,200 | 1 | 200 | — |
| Trommel | Mining | 5,000 | 1,000 | 800 | unlimited | 200 | — |
| Store | Commerce | 2,500 | 250 | 900 | 1 | 200 | — |
| Library | Productivity | 5,000 | 500 | 1,500 | 1 | 250 |
|
| Grocer | Hunting | 1,500 | 150 | 900 | 1 | 200 | — |
| Blacksmith | Blacksmithing | 32,000 | 2,000 | 1,500 | 1 | 350 |
|
| Granary | Pottery | 2,500 | 1,500 | 500 | 3 | 50 | — |
| Monument | Religion | 15,000 | 1,500 | 2,000 | 1 | 250 |
|
| Temple | Priesthood | 30,000 | 2,500 | 2,000 | 1 | 250 |
|
| Shipyard | Sailing | 35,000 | 1,500 | 2,000 | 1 | 300 |
|
| Road | Masonry | 300 | 50 | 500 | unlimited | 1,000 | — |
| Barracks | Armory | 15,000 | 1,000 | 1,500 | 1 | 700 |
|
| Market | Commerce | 10,000 | 1,250 | 2,600 | unlimited | 200 |
|
| Stable | Global Trade | 5,000 | 750 | 1,200 | 1 | 300 |
|
"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 level | Exchange rate | Iron Ingot | Gold Ingot | Diamond | Emerald |
|---|---|---|---|---|---|
| 1 | 40% | 8 | 80 | 160 | 200 |
| 2 | 50% | 10 | 100 | 200 | 250 |
| 3 | 60% | 12 | 120 | 240 | 300 |
| 4 | 70% | 14 | 140 | 280 | 350 |
| 5 | 80% | 16 | 160 | 320 | 400 |
| 6 | 90% | 18 | 180 | 360 | 450 |
| 7 | 100% | 20 | 200 | 400 | 500 |
| 8 | 120% | 24 | 240 | 480 | 600 |
| 9 | 150% | 30 | 300 | 600 | 750 |
| 10 | 200% | 40 | 400 | 800 | 1,000 |
| Upgrade | Cost | Technology | Requires upgrade | Effect |
|---|---|---|---|---|
| Bank Level 2 | 4,000 | Code of Laws | — | bank becomes level 2 |
| Bank Level 3 | 6,000 | Writing | Bank Level 2 | bank becomes level 3 |
| Bank Level 4 | 12,000 | Monarchy | Bank Level 3 | bank becomes level 4 |
| Bank Level 5 | 14,000 | Currency | Bank Level 4 | bank becomes level 5 |
| Bank Level 6 | 16,000 | Economics | Bank Level 5 | bank becomes level 6 |
| Bank Level 7 | 18,000 | Nationalism | Bank Level 6 | bank becomes level 7 |
| Bank Level 8 | 20,000 | Construction | Bank Level 7 | bank becomes level 8 |
| Bank Level 9 | 22,000 | Innovation | Bank Level 8 | bank becomes level 9 |
| Bank Level 10 | 24,000 | Scientific Method | Bank Level 9 | bank becomes level 10 |
| Bank Interest I | 2,000 | Writing | Bank Level 2 | 0.75% interest per day on the treasury |
| Bank Interest II | 4,000 | Currency | Bank Interest I | 1.00% interest per day on the treasury |
| Bank Interest III | 8,000 | Nationalism | Bank Interest II | 1.50% interest per day on the treasury |
| Bank Interest IV | 16,000 | Innovation | Bank Interest III | 2.50% 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.
| Item | Price (64) | Upgrade price |
|---|---|---|
| Soul Sand | 320 | 350 |
| Netherrack | 320 | 350 |
| Nether Brick | 250 | 350 |
| Quartz | 320 | 350 |
| Blaze Rod | 3,000 | 350 |
| Magma Cream | 4,500 | 350 |
| Glowstone Dust | 2,500 | 350 |
Grocer
The Grocer sells food. Higher levels add better kinds.
| Item | Grocer level | Price |
|---|---|---|
| Fish | 1 | 8 |
| Roast Chicken | 2 | 15 |
| Cooked Pork | 3 | 20 |
| Pumpkin Pie | 4 | 50 |
| Upgrade | Cost | Technology | Requires upgrade | Effect |
|---|---|---|---|---|
| Upgrade Grocer Level 2 | 2,500 | Trade | — | grocer becomes level 2 |
| Upgrade Grocer Level 3 | 3,000 | Commerce | Upgrade Grocer Level 2 | grocer becomes level 3 |
| Upgrade Grocer Level 4 | 5,000 | Global Trade | Upgrade Grocer Level 3 | grocer 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.
| Enchant | Price | Upgrade price | Requires upgrade |
|---|---|---|---|
| Looting I | 50 | 125 | — |
| Looting II | 250 | 375 | Upgrade Library Level 2 |
| Efficiency I | 15 | 75 | — |
| Efficiency II | 75 | 500 | Upgrade Library Level 2 |
| Efficiency III | 200 | 875 | Upgrade Library Level 3 |
| Efficiency IV | 750 | 2,500 | Upgrade Library Level 3 |
| Efficiency V | 1,500 | 3,750 | Upgrade Library Level 4 |
| Fortune I | 750 | 1,500 | Upgrade Library Level 2 |
| Silk Touch I | 1,000 | 2,500 | Upgrade Library Level 2 |
| Soulbound | 30,000 | 2,500 | Upgrade Library Level 2 |
| Feather Falling I | 1,000 | 2,500 | Upgrade Library Level 4 |
| Upgrade | Cost | Technology | Requires upgrade | Effect |
|---|---|---|---|---|
| Upgrade Library Level 2 | 5,000 | Artillery | — | library becomes level 2 |
| Upgrade Library Level 3 | 10,000 | Efficiency | Upgrade Library Level 2 | library becomes level 3 |
| Upgrade Library Level 4 | 15,000 | Advanced Efficiency | Upgrade Library Level 3 | library 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.
| Level | Consumes per hour | Needed for next level | Coins per hour |
|---|---|---|---|
| 1 | 1× Bread, 1× Carrot | 24 | 75 |
| 2 | 2× Bread, 2× Carrot, 1× Potato | 48 | 150 |
| 3 | 2× Bread, 3× Carrot, 2× Potato | 96 | 225 |
| 4 | 3× Bread, 4× Carrot, 3× Potato | 120 | 300 |
| 5 | 4× Bread, 5× Carrot, 4× Potato | 144 | 375 |
| 6 | 5× Bread, 6× Carrot, 6× Potato, 1× Raw Porkchop | 288 | 450 |
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.
| Level | Consumes per hour | Needed for next level |
|---|---|---|
| 1 | 10× Redstone | 24 |
| 2 | 15× Redstone | 48 |
| 3 | 20× Redstone | 96 |
| 4 | 25× Redstone | 120 |
| 5 | 30× Redstone | 144 |
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.
| Item | Price |
|---|---|
| Horse | 25,000 |
| Trusty Steed | 100,000 |
| Thoroughbred | 500,000 |
| Mule | 2,500 |
| Saddle | 3,000 |
| Name Tag | 40,000 |
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
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
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
| Name | Technology | Cost | Upkeep per day | Hammers | Max per town | HP | Effect |
|---|---|---|---|---|---|---|---|
| Cottage | Advanced Masonry | 5,000 | 1,000 | 1,400 | unlimited | 100 |
|
| Mine | Productivity | 25,000 | 1,500 | 900 | unlimited | 300 |
|
| Trade Outpost | Trade | 25,000 | 500 | 2,000 | unlimited | 500 | — |
| Fishing Boat | Trade | 25,000 | 500 | 2,000 | unlimited | 500 | — |
| Farm | Agriculture | 2,500 | 500 | 800 | unlimited | 50 |
|
| Pasture | Hunting | 2,500 | 500 | 1,000 | unlimited | 500 | — |
| Windmill | Automation | 25,000 | 2,500 | 3,000 | unlimited | 350 | — |
Defence
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
| Name | Technology | Cost | Upkeep per day | Hammers | Max per town | HP | Effect |
|---|---|---|---|---|---|---|---|
| Wall | Advanced Masonry | 50 | 400 | 300 | unlimited | 1,000 | — |
| Arrow Tower | Artillery | 50,000 | 1,500 | 2,500 | 6 | 500 | — |
| Cannon Tower | Advanced Artillery | 250,000 | 3,500 | 5,000 | 1 | 1,000 | — |
| Scout Tower | Masonry | 15,000 | 800 | 1,500 | 4 | 500 | — |
How towers and walls work is in Diplomacy and war.
