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CivCraft · Wiki · 5/19

Running your town

Claiming land, plots and permissions, residents, taxes, upkeep, town levels and extra towns.

ChaptersChapter 5 of 19

A town is a piece of protected land with a Town Hall or Capitol in the middle. This chapter is about running it: who may do what, how you grow and what it costs.

A town in full growth: the Town Hall in the middle, shops along the road and fields behind.

Who is who

A town has three fixed groups.

  • Mayors run the town: claiming, building, taxes, the treasury, residents.
  • Assistants may do almost everything a mayor may, except take coins out of the treasury.
  • Residents are all the people of the town.

Above that, a civilization has leaders and advisers. They decide on research, government, civ taxes and diplomacy.

  • /town group add <name> assistants makes someone an assistant. remove takes them out.
  • /town group new <group> creates a group of your own, for builders for example.
  • /civ group add <name> advisers makes someone an adviser; leaders makes them a co-leader.
  • /town group info and /civ group info show who is in what.

Residents

  • /town add <name> invites someone. They answer with /accept or /deny.
  • /town members lists all residents.
  • /town evict <name> removes a resident. Mayors and assistants cannot be evicted.
  • /town leave leaves the town. The only mayor cannot leave.

Someone in a camp has to leave it first. Someone who switches civ has to wait 24 hours before joining another. You cannot invite anyone during WarTime.

If no mayor has been online for 7 days, a resident can take over the town with /town claimmayor. For a civ without an active leader there is /civ claimleader.

Claiming land

/town claim claims the chunk you are standing in. That only works when:

  • the chunk is inside your culture border;
  • the chunk touches land the town already owns;
  • the town still has chunks left at its level;
  • the treasury can pay the price.

The price per chunk and the maximum depend on the town level, see the table further down. /town unclaim gives a chunk back, without a refund.

Plots and permissions

Each claimed chunk is a plot. A plot has four permissions:

  • build: placing blocks;
  • destroy: breaking blocks;
  • interact: using doors, buttons and chests;
  • itemuse: using items, such as buckets.

Each permission is on or off for three parties: the owner of the plot, the group attached to the plot, and others. By default owner and group may do everything and others nothing. A new plot is attached to the residents group, so all residents may build there.

  • /plot info shows the owner, the groups and the permissions.
  • /plot perm set build others on lets everyone build on this plot. The other permissions and parties work the same way.
  • /plot setowner <name> gives the plot to a resident; none removes the owner.
  • /plot addgroup <group> and /plot removegroup <group> decide which groups count.
  • /plot fs <price> puts the plot up for sale, /plot nfs takes it off the market, /plot buy buys it.
  • /plot toggle mobs and /plot toggle fire turn monsters and fire spread on or off.

With /res friend add <name> you give a friend the same permissions as yourself on all your plots.

Treasury and taxes

The town treasury pays for claims, structures, upgrades and upkeep.

  • /town deposit <amount> deposits coins. Any resident can.
  • /town withdraw <amount> takes coins out. Mayors only.
  • /town info shows the balance, the upkeep and the price of the next chunk.

A town can tax its residents. The tax goes to the treasury once a day.

  • /town set taxrate <percent>: a percentage of the value of the plots a resident owns.
  • /town set flattax <amount>: a fixed amount per resident.

Mayors and assistants pay no tax. Someone who cannot pay goes into debt and is removed from the town after 3 days. /res paydebt pays off your debt.

Shop structures charge a fee to people from outside the town. Set it with /town set bankfee, storefee, grocerfee, libraryfee or blacksmithfee, between 5 and 15 percent.

Upkeep

Every day at 20:00 the town pays upkeep from the treasury:

  • the fixed amount of the town level;
  • plus the upkeep of each finished structure;
  • multiplied by the upkeep factor of the government.

If the town cannot pay, it goes into debt.

  • After 7 days of debt the town is for sale. Other civs can buy it with /market buy towns.
  • After 14 days of debt the town is deleted.

For the capital, the civ treasury pays the shortfall. A civ that stays in debt itself is for sale after 7 days, its towns are for sale after 14 days and it disappears after 21 days.

Town levels

A higher level gives more chunks and more tile improvements, and costs more upkeep. You buy a level as an upgrade with /town upgrade buy <name>, for example /town upgrade buy Hamlet. Each level needs a technology.

TitleLevelUpgrade priceTechnologyMax chunksPrice per chunkTile improvementsUpkeep per day
Settlement1——325004500
Hamlet210,000Code of Laws641,0006750
Village320,000Priesthood802,00081,250
Large Village430,000Monarchy1283,500122,000
Town550,000Currency2565,000153,500
Large Town6125,000Alchemy5127,500175,500
City7250,000Construction1,02415,000207,000
Large City8500,000Innovation2,04820,000258,000
Metropolis91,000,000Scientific Method4,09630,0003025,000

/town upgrade list shows what you can buy now and /town upgrade purchased what you already have. The upgrades of the Bank, Store, Library and Grocer are in Structures.

A second town

A civilization grows with a Settler.

  1. Build a Barracks.
  2. A leader or adviser trains a Settler there. The costs are in the table; they come from the town treasury, and the training uses the town's hammers.
  3. The Settler lands in the Barracks chest.
  4. A member of the civ who is not a mayor right-clicks with the Settler on the new spot, types a name and then yes.
  5. A leader approves with /accept. They have to be online.
UnitsTechnologyCostHammersMax per civ
SpyNationalism5,0005001
Settler—25,000500unlimited

The spot has to be at least 150 blocks from any other town (300 from a town you are at war against), outside the culture of another civ and at least 1000 blocks from spawn. The founder becomes mayor of the new town.

Each extra town costs the civ 500 coins of upkeep per day and makes all towns of the civ a little less happy.

A second town starts with a Town Hall.

Other commands for mayors

  • /town survey estimates what the land around you yields. Useful before you pick a spot.
  • /town select <town> picks which town you run when you have more than one.
  • /town outlaw add <name> declares someone an outlaw. After 60 seconds your towers fire at them.
  • /town disbandtown starts disbanding a town. The leader confirms with /civ disbandtown <town>. The capital cannot be disbanded.
  • /town movestructure and /town enablestructure are for structures that are disabled because the town has too many of them.