Skip to content

PolyCiv

PolyCiv is a full civilization simulation running entirely server-side. Place a Foundation Stone 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.

Craft a Foundation Stone and place it in the world. The stone checks for a 128-block exclusion zone (no other villages nearby), then:

  1. Derives a culture name from the local biome
  2. Creates the village in an SQLite database
  3. Replaces itself with a Lodestone marker
  4. Instantly places a Village Center and Farm from structure templates
  5. Places a Request Board a few blocks east
  6. 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.

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.

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 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.

As buildings are completed, your village advances through five stages:

StageBuildings RequiredPassive Mood BonusTransition Reward
Settlement0–3
Hamlet4++1/cycle+5 mood
Village9++2/cycle+8 mood, 32 cobble/planks/wheat
Town16++3/cycle+10 mood, 64 cobble, 48 planks, 32 wheat
City25++5/cycle+15 mood, 128 cobble, 64 planks, 64 wheat, 16 wool

Stage transitions are one-time bonuses. Only fully completed buildings count.

Buildings are organized into four phases that unlock as the village grows:

BuildingFunction
Village CenterCore hub, manages village state
Basic HouseHousing (2 slots)
FarmFood production (wheat, season-adjusted)
Builders HutEnables construction tasks
StorageResource stockpile building
Tree FarmLumber source for lumberer villagers
Wool FarmPassive wool production (2/cycle, 4 at stage 2)
Mine EntranceOpens tunnels down to Y=13 for mining
SmelterConverts raw iron into tools (2 iron → 1 tool)
Request BoardPlayer interaction point
BuildingFunction
Tavern+2 mood (stage 2: +3)
BakeryEnhanced food (bread gives +8 mood, +15 energy)
WatchtowerPatrol post for guard villagers
WorkshopCrafting station (converts 3 wool → 1 clothing)
ChapelHealing station, +2 mood (stage 2: +3)
BarracksTraining for guards, housing (3 slots)
Garden+1 mood (stage 2: +2)
LibraryResearch station for specialist promotion
BuildingFunction
InnLarge housing (4 slots)
GranaryExtended food storage
MarketplaceTrade hub, lowers immigration mood threshold
SmithyTool production (stage 2: 2× output)
SchoolEducation, career advancement
Town HallUnlocks 3–4 concurrent builds
BuildingFunction
Fletcher’s WorkshopArrow production from planks
ArmoryDefense 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.

Villagers are assigned roles based on their traits and village needs:

RoleColorPrimary Tasks
Builder§6 GoldBuild structures, clear land
Lumberer§2 GreenChop wood at tree farms
Miner§7 GrayDig tunnels, gather stone
Farmer§a Light GreenTend crops, harvest food
Guard§c RedPatrol, defend from raids
Fox TamerManage village fox companion
Child§d PinkFollow adults, play
Elder§5 PurpleReduced 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.

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.

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:

SourceEffect
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).

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.

StageDuration
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.

A full season cycle takes 28 MC days (7 days per season):

SeasonFarm OutputFood Consumption
🌱 Spring+25%Normal
☀️ SummerNormalNormal
🍂 Autumn−25%Normal
❄️ Winter−50%+50%

The season GUI shows a progression bar and current multipliers.

There’s a ~1% chance per sim cycle (~every 30 seconds) that a random event fires:

EventDurationEffect
Raid1 daySpawns hostile mobs (severity = pop/4). Guards mitigate damage. Undefended: loses food, wood, tools, clothing. −8 mood.
Merchant2 daysTrades surplus wheat for iron (4:1) and wood for wool (5:1). Marketplace unlocks bonus trades.
Festival1 dayRequires avg mood > 60 + tavern. Consumes clothing. +10–13 mood boost.
Drought3 daysHalves all farm output. Stacks with winter penalty.
Plague2 daysForces rest for low-energy agents.

Event probability is weighted by season.

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.

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.

All under /polyciv:

CommandDescription
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
redeemConvert 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