PolyCiv
PolyCiv is a full civilization simulation running entirely server-side. Place a
Foundation Stone to found a village, then watch NPC villagers autonomously build structures, gather resources, farm, mine, and grow their settlement through five stages — from a scrappy settlement to a thriving city. A season cycle, random events, energy/mood economy, and 25+ building types keep every village feeling alive.
Founding a Village
Section titled “Founding a Village”Craft a Foundation Stone and place it in the world. The stone checks for a 128-block exclusion zone (no other villages nearby), then:
- Derives a culture name from the local biome
- Creates the village in an SQLite database
- Replaces itself with a Lodestone marker
- Instantly places a Village Center and Farm from structure templates
- Places a Request Board a few blocks east
- Spawns 5 starter villagers — a builder, lumberer, miner, farmer, and fox tamer
Your new settlement starts with a stockpile of 128 cobblestone, 88 oak planks, 16 saplings, 60 dirt, 16 wool, 64 wheat, and 32 bone meal. A builder’s hut and farm are already complete; your first house is under construction.
The Request Board
Section titled “The Request Board”Right-click a Request Board (appears as a crafting table) to open the village dashboard GUI. From here you can view:
- Overview — village stage, population, season, active events, key resource levels
- Buildings — every structure with stage progression and housing capacity
- Villagers — full roster with mood, energy, traits, role, career level, and family info
- Stockpile — categorized inventory (Food, Raw Materials, Crafted Goods, Other)
- Events — season cycle, active events, and village-wide mood/energy averages
- Build Requests — queue new construction (affordable blueprints shown in green, missing materials in red)
Shift + right-click with items in hand to donate the entire stack directly to the village stockpile.
Village Chief
Section titled “Village Chief”Each village has a Village Chief — an invulnerable NPC (appears as a vanilla Villager) with a trade GUI.
- Right-click: Opens a merchant trade screen
- Needed materials: up to 16 in-demand items, 2 items → 1 Village Coin (premium rate)
- Basic supplies: cobblestone, planks, logs, wheat, coal, iron, etc. — 16 items → 4 coins (standard rate)
- Shift + right-click: Opens the Build Request GUI to queue new buildings
Traded materials go directly into the village stockpile.
Village Coins & Wallet Economy
Section titled “Village Coins & Wallet Economy”
Village Coins are physical items earned through Chief trades. They redeem 1:1 to Wallet currency via /polyciv redeem, bridging PolyCiv into the broader server economy.
Village Stages
Section titled “Village Stages”As buildings are completed, your village advances through five stages:
| Stage | Buildings Required | Passive Mood Bonus | Transition Reward |
|---|---|---|---|
| Settlement | 0–3 | — | — |
| Hamlet | 4+ | +1/cycle | +5 mood |
| Village | 9+ | +2/cycle | +8 mood, 32 cobble/planks/wheat |
| Town | 16+ | +3/cycle | +10 mood, 64 cobble, 48 planks, 32 wheat |
| City | 25+ | +5/cycle | +15 mood, 128 cobble, 64 planks, 64 wheat, 16 wool |
Stage transitions are one-time bonuses. Only fully completed buildings count.
Buildings (25+ Blueprints)
Section titled “Buildings (25+ Blueprints)”Buildings are organized into four phases that unlock as the village grows:
Phase 1 — Early Game
Section titled “Phase 1 — Early Game”| Building | Function |
|---|---|
| Village Center | Core hub, manages village state |
| Basic House | Housing (2 slots) |
| Farm | Food production (wheat, season-adjusted) |
| Builders Hut | Enables construction tasks |
| Storage | Resource stockpile building |
| Tree Farm | Lumber source for lumberer villagers |
| Wool Farm | Passive wool production (2/cycle, 4 at stage 2) |
| Mine Entrance | Opens tunnels down to Y=13 for mining |
| Smelter | Converts raw iron into tools (2 iron → 1 tool) |
| Request Board | Player interaction point |
Phase 2 — Mid Game
Section titled “Phase 2 — Mid Game”| Building | Function |
|---|---|
| Tavern | +2 mood (stage 2: +3) |
| Bakery | Enhanced food (bread gives +8 mood, +15 energy) |
| Watchtower | Patrol post for guard villagers |
| Workshop | Crafting station (converts 3 wool → 1 clothing) |
| Chapel | Healing station, +2 mood (stage 2: +3) |
| Barracks | Training for guards, housing (3 slots) |
| Garden | +1 mood (stage 2: +2) |
| Library | Research station for specialist promotion |
Phase 3 — Late Game
Section titled “Phase 3 — Late Game”| Building | Function |
|---|---|
| Inn | Large housing (4 slots) |
| Granary | Extended food storage |
| Marketplace | Trade hub, lowers immigration mood threshold |
| Smithy | Tool production (stage 2: 2× output) |
| School | Education, career advancement |
| Town Hall | Unlocks 3–4 concurrent builds |
Phase 4 — End Game
Section titled “Phase 4 — End Game”| Building | Function |
|---|---|
| Fletcher’s Workshop | Arrow production from planks |
| Armory | Defense gear (3 iron → 1 defense point) |
Buildings are constructed block-by-block by builder villagers. Structures place outward in a spiral with 10-block spacing, zone-clustered by type (agricultural, commercial, civic, industrial, military, residential). Terrain is validated and cleared before placement.
Villager Roles
Section titled “Villager Roles”Villagers are assigned roles based on their traits and village needs:
| Role | Color | Primary Tasks |
|---|---|---|
| Builder | §6 Gold | Build structures, clear land |
| Lumberer | §2 Green | Chop wood at tree farms |
| Miner | §7 Gray | Dig tunnels, gather stone |
| Farmer | §a Light Green | Tend crops, harvest food |
| Guard | §c Red | Patrol, defend from raids |
| Fox Tamer | — | Manage village fox companion |
| Child | §d Pink | Follow adults, play |
| Elder | §5 Purple | Reduced work, eventually passes away |
Late-game specialists (require Town stage + career level 2+): Cleric, Librarian, Shepherd, Blacksmith, Merchant, Cook, Fletcher, Armorer — each tied to a specific building.
Roles automatically rebalance based on resource priorities: farmer (food) → lumberer (wood) → miner (stone) → guard. A role change cooldown of 1 MC day prevents thrashing.
Traits & Fitness
Section titled “Traits & Fitness”Every villager has 5 stats (range 1–9): Strength, Dexterity, Endurance, Intelligence, and Social. These determine task fitness — a high-strength villager excels at mining, while a high-intelligence one thrives at research.
Traits drift slowly over time (every 10 MC days) and influence task assignment scoring alongside proximity, mood, energy, and urgency.
Energy & Mood
Section titled “Energy & Mood”The simulation revolves around two per-villager resources:
Energy fuels work. Building costs 8 energy/cycle, gathering costs 6. Rest restores +18 energy, and food restores +10 (bread: +15, bakery adds more). Below 15 energy, performance drops.
Mood drives immigration, births, and overall efficiency. Sources:
| Source | Effect |
|---|---|
| Having a home | +5 |
| Work within 20 blocks | +5 |
| Work within 40 blocks | +2 |
| Work 80+ blocks away | −2 |
| Homeless | −3 |
| Work streak (5+ cycles) | Bonus |
| Village stage bonus | +1 to +5 |
| Tavern/Garden/Chapel | +1 to +3 each |
| Clothing (per 4) | Up to +3 |
| Spouse death | −15 |
Assignments won’t go to villagers below 20 mood or 20 energy (rest tasks excepted).
Population Growth
Section titled “Population Growth”Immigration
Section titled “Immigration”Checked once per MC day. Requires average village mood ≥ 60 and available housing. New arrivals get randomly generated traits (3–9 per stat) and are assigned a role. High social stat villagers and a marketplace lower the mood threshold.
Cooldown of 3 MC days. Requires a pair of villagers with mood ≥ 70. Children start with the child role and follow adults around.
| Stage | Duration |
|---|---|
| Child → Adult | ~4 MC days |
| Adult → Elder | ~50 MC days |
| Elder → Death | ~70 MC days |
100 gender-neutral names are drawn from a random pool.
Seasons
Section titled “Seasons”A full season cycle takes 28 MC days (7 days per season):
| Season | Farm Output | Food Consumption |
|---|---|---|
| 🌱 Spring | +25% | Normal |
| ☀️ Summer | Normal | Normal |
| 🍂 Autumn | −25% | Normal |
| ❄️ Winter | −50% | +50% |
The season GUI shows a progression bar and current multipliers.
Random Events
Section titled “Random Events”There’s a ~1% chance per sim cycle (~every 30 seconds) that a random event fires:
| Event | Duration | Effect |
|---|---|---|
| Raid | 1 day | Spawns hostile mobs (severity = pop/4). Guards mitigate damage. Undefended: loses food, wood, tools, clothing. −8 mood. |
| Merchant | 2 days | Trades surplus wheat for iron (4:1) and wood for wool (5:1). Marketplace unlocks bonus trades. |
| Festival | 1 day | Requires avg mood > 60 + tavern. Consumes clothing. +10–13 mood boost. |
| Drought | 3 days | Halves all farm output. Stacks with winter penalty. |
| Plague | 2 days | Forces rest for low-energy agents. |
Event probability is weighted by season.
Mining
Section titled “Mining”Mining generates staircase tunnels down to Y=13, then branches into 2 strip-mine corridors (8 blocks each, 3-block spacing). Mine entrances are placed 15+ blocks northeast of the village center, spaced 20 blocks apart for multiple mines.
Task System
Section titled “Task System”The simulation ticks every 600 game ticks (~30 seconds). The task scheduler assigns from 18 task types:
GATHER_WOOD, GATHER_STONE, MINE, MINE_TUNNEL, BUILD, BUILD_STRUCTURE, FARM, COOK, CRAFT, SMELT, PATROL, TRAIN, RESEARCH, FORAGE, TEND_ANIMALS, CLEAR_LAND, HEAL, TRADE, HAUL_TO_CHEST
Tasks are created on demand — food drops below 80, wood below 128, or stone below 160 and the scheduler spins up gathering tasks. Active raids trigger patrol tasks. Each task type has a per-village cap (typically 1–4 concurrent).
Assignment scoring factors: role fit + trait fitness + proximity + mood/energy + urgency. Tools provide a speed bonus: every 4 tools → +15% (capped at +45%). Tasks that stall for 2,000 ticks get flagged; 3 stalls = permanent failure.
Commands
Section titled “Commands”All under /polyciv:
| Command | Description |
|---|---|
info <id> | Village summary |
status <id> | Growth status |
requests <id> | Pending material requests |
stockpile <id> | Full inventory |
agents <id> | Villager roster with stats |
donate <id> <amount> | Donate held items |
redeem | Convert Village Coins → Wallet balance |
create <culture> | (OP) Found a village |
give | (OP) Get Foundation Stone + Request Board |
testbuild | (OP) Test builds with presets |
delete <id> | (OP) Remove a village |
clearwork | (OP) Clear all build tasks |