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CivCraft · Wiki · 17/19

Victory

The four ways to win CivCraft, what you need for each and how score works.

ChaptersChapter 17 of 19

A civilization can win in four ways. Each victory asks you to hold a condition for 21 days in a row. The server checks it daily after the upkeep. If you lose the condition, the count starts over.

/civ victory shows which civs are counting down and how many days they still need. The whole server sees a message when a civ gets close to a victory.

Cultural

Your civilization has to have, at once:

  • at least 3 towns at culture level 10;
  • at least 1 wonder.

Culture level 10 takes 5,000,000 culture per town, see Culture and happiness.

Conquest

Conquest starts at the control blocks of a Capitol.

Your civilization has to hold 75% of all towns on the server. If you own the Chichen Itza wonder, 50% is enough. This victory is only possible from 28 days after the map started.

Scientific

Your civilization has to know the Enlightenment technology and hold it for 21 days. It is the last and most expensive technology: 1,500,000 beakers and 10,000,000 coins, and it needs almost the whole tree. See Research.

Once you have Enlightenment, your beakers are saved up. If a rival who also has Enlightenment has more beakers than you, they win. If you are conquered in that time, you lose the technology and all your saved beakers.

Diplomatic

Council Of Eight: the vote board for the diplomatic victory.

This victory is about votes.

  1. A civilization builds the Council Of Eight wonder.
  2. From then on everyone who lives in a town can vote using /vote <civ>, once per 24 hours.
  3. The civilization holding the most votes starts counting down.

/civ votes shows the standings. You do not have to own the wonder yourself to receive votes.

Stopping a victory

  • Capture the capital of the civ that is counting down. Its count stops.
  • For a cultural victory: capture one of its towns or its wonder.
  • For a diplomatic victory: vote for someone else.
  • For a scientific victory: research Enlightenment yourself and make more beakers.

Score

Each town and each civ has a score. The score decides the value of a town that is for sale, the cost of a revolution and how much war upkeep an aggressor pays.

A town gets points for:

  • each claimed chunk: 200;
  • each chunk in its culture: 100;
  • each resident: 5,000;
  • its treasury;
  • each structure and each wonder, according to their own value.

The score of a civ is the sum of its towns, plus the points of each technology it knows. A town that is for sale costs 5 coins per point.