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File: 1453662422863.webm (2.92 MB, 1280x720, 16:9, Kompound_Chanada_Relation….webm)

 No.35853

Previous thread petered out and since the meeting a few general ideas have been put forth and some things decided on.

Meeting Decisions

1. Our main priority is food. For this purpose, when 3.0 hits, we are going to hit the ground running, team up with the Neustrians, /A/kihabarans, and Gensokyans/Grundeswegians to create a temporary farming settlement on the border of one of the good farming shards that we spawn in.

During this time, we will also be scouting. The thing is, we will absolutely have to be trading regardless, no shard is going to be objectively shitty to settle in, because even if we can't make XP we can still specialize and sell our refined goods for things. So we need to scout and figure out what we're dealing with so we can coordinate settling with the HKE crowd, since Neustria and possibly /A/kihabara will be sharing a shard with us, as allies.

2. Qral has been replaced by Gbrbgryn as Minister of Agriculture. Qral, you got good ideas, but Gb has more experience. That's not to say you shouldn't work on farms, you should, but the administration is best done by Gb.

3. Southern has been put into Ministry of Defense for the time being, with Reiko as an advisor.

4. The HKE, /A/kihabara, Neustria, and us are all now in a mutual defense pact. The details of this will be hammered out once we actually get set up in 3.0. For now, just assume that if any of us four nations get fucked with, the other three will have their back.

General Discussion Topics

1. We still don't know a name for ourselves and no consensus is yet achieved. Suggest names in this thread.

2. The city will not be entirely pre-planned, but there will be an element of planning. The whole city and its defenses will be integrated completely, the idea that we can just throw up some bastions and expect to hold what will become one of the most important cities on the server is ludicrous. Traps, ect, discuss here.

Other Things of Note

-Outcast and Camokool are forming a private corporation, but as part of the city.

-Daily reminder that the council members are as followed: Tigen, Gbrbgryn, Southern, Aufdenstadt, and myself

 No.35854

I would like to talk about the possibility for Pan-Chan and New-Neustria to share a shard and an alliance in the future 3.0.

After an assessment of our citizens opinion, they desire to keep going the good relations between our nations. They suggested many ways for us to create a new and interesting culture, with an architectural and economical project.

Architecture: The main ideas were to create either an half-underground cityscape in a mountain and atop of it, or a Venise-like city on the waters.

Economy: Basically they want to keep working in the Saplings production, with the obvious possibility to evolve according to the local ressources we will discover.

Sorry for bad english if it is bad, and long live baguette and our allies from Chanada!


 No.35855

>>35853

>Qral has been replaced by Gbrbgryn as Minister of Agriculture. Qral, you got good ideas, but Gb has more experience. That's not to say you shouldn't work on farms, you should, but the administration is best done by Gb.

I am totally fine with that.

Do we know more about the test server already?


 No.35874

>The thing is, we will absolutely have to be trading regardless, no shard is going to be objectively shitty to settle in, because even if we can't make XP we can still specialize and sell our refined goods for things.

Settling exclusively in one shard with our allies doing the same is economic suicide. My suggestion would be for us and our allies who wish to share a shard with us build our cities on the same shard and claim land for agricultural and further resource uses elsewhere as outposts.


 No.35898

>>35874

I completely agree. I think we will be able to choose our production once settled. Then we expand on our shard and then we expand over other shards


 No.35903

File: 1453715331507.jpg (98.65 KB, 500x691, 500:691, 1423084094478.jpg)

>>35874

>>35898

That's at this very moment that "Remove reddit" became a thing.


 No.35914

>>35874

Granted, we won't be able to stay in one shard only because there won't be enough biomes in one shard. That's why we have to communicate with our allies to settle in nearby shards where they would have the biomes we don't have.

>>35898

The map AMA session report says there sill be a limited number of biomes in every shard, so we clearly won't have a total choice in agricultural production after settling in a shard, it will be extremely limited by RealisticBiomes.


 No.35921

>>35914

>That's why we have to communicate with our allies to settle in nearby shards where they would have the biomes we don't have.

It makes more sense to just claim land in multiple shards as opposed to relying on other nations. From a defensive standpoint our allies build their main cities in the shard with our main city is a huge plus.


 No.35922

>>35921

>It makes more sense to just claim land

Let's put it that way : in 2.0, Polynesia was the second largest land claim with something like 5% of the whole server land mass. An equivalent percentage in 3.0 will be less than one shard, and land will be much more scarce. We can secure one shard by ourselves, but how hard is it going to be to secure another one without having a friendly presence there already ?


 No.35925

>>35922

I'm not suggesting we take another shard. Just small say 300x300 or so specs of land in a biome for agricultural purposes as well as resource purposes.


 No.35926

>>35925

I'm merely saying it's easier to get and keep that 300*300 land in a shard controlled by our allies than in a shard where there is redditors and shit, you know.


 No.35932

File: 1453746432090.webm (567.3 KB, 854x480, 427:240, garbage.webm)

>>35898

>>35925

>>35926

>>35922

>>35921

>>35914

The goal is that Gensokyo and /a/kihabara will probably end up in a different shard, but allied to us and bordering ours. Realistically, we simply do not have the capacity to take an entire shard for ourselves without allies, unless we are somehow able to lock it down entirely. Neustria being on the same shard as us poses absolutely no detriment to us, same with /A/kihabara. From a defensive standpoint, it even makes a ton of sense and stands to really help support us.


 No.35933

File: 1453747582391.png (831.4 KB, 1049x634, 1049:634, names for 3.0.PNG)

I don't like "Chanreich" as a name candidate because it's too /pol/-centric and does not represent the entirety of 8chan. It doesn't have a good sound to it either. The rest of them are okay except "Chanistan" which is a bit too memey for my liking.

I think "Chandinavia" is the best option put forward at this point, especially since it implies a union of many (board) cultures instead of a monolithic entity.

Does anyone else have any name suggestions, or care to share the rationale behind their preference.


 No.35938

File: 1453751464533.png (52.46 KB, 1202x795, 1202:795, 1453649973202.png)

So I had what was perhaps a moment of clarity last night. I know there have been a lot of criticisms of making districts within the city, however I just realized how moronic the suggestion of walls as dividers was. There's a far simpler, natural, and AESTHETIC way of doing it: roads. It's like the answer was there all along, and would require about 75% less effort for me to help actually implement on the scale we want.

Also perhaps call the divisions "boroughs" rather than "districts".

Also also, I agree with >>35933, the Chan Reich is a bit too /pol/ centric, along with the fact that it doesn't really roll off the tongue well. I almost regret suggesting Chanistan at this point, since it pulling consensus away from the more serious options. My backing is still either behind "Imperium of Chan" or the "Chancellory of Boards" personally.


 No.35939

>>35933

>>35938

Agreed, Chan Reich makes absolutely no sense and doesn't represent the reality of the project. I still think something reminiscent of an actual union isn't a terrible idea. Even calling it 'Chanada' again isn't an awful idea, it's not like the real world didn't have three different independent "Burgundy"s over the centuries, or the numerous nations to have claimed to be Italian. I see Chanada as more of an identity, a nation, than a state.

Many states have come and gone (FAGT, /v/iridian-FAGT Union, Chanadian Confederacy), I see this as just another in the long process of experimentation. Because of this, the Imperium of Chan is probably the single best option.

>Also perhaps call the divisions "boroughs" rather than "districts".

It depends on where we settle, but I have some good ideas about how to develop the city. I really loved Volkstadt's pattern of squares, the issue was that it fell apart once you left the old part of the city. Instead of having the central square be an afterthought, I think it should be the center of life in the city, with the little neighborhoods developing naturally outside it.


 No.35941

>>35939

Do you guys have a mumble you use?


 No.35944

>>35941

Yes, the civcraft one. mc.civcraft.vg, no port.

Our channel unfortunately got deleted by god knows who though.


 No.36025

File: 1453806098772.png (38.68 KB, 971x623, 971:623, IBJKl4Q.png)

Ok so how about we set up in the shard next to you with the one-way portal (not the one with two one-way portals), or maybe the one with the totally sick loop-the-loop. We'll be to your East, or possibly to your North if you go through the portal on the West side of your shard.

This is gonna make any cohesive rail system pretty hilariAWFUL


 No.36042

>southernbloc as defense

Cant wait to see zombies in full prot fighting for us :^)

congrats tbh fam gg


 No.36043

>>36025

What's the point of doing it like this? Why don't they just make a system which actually makes sense?


 No.36047

>>36043

Maybe we'll get nice roads to the portals and you can follow them for a cool adventure.


 No.36049

>>36047

>cool adventure

>a journey through reddit

I'm sure you would enjoy it. :^)


 No.36050

>>36049

that was the most reddit response I have ever read. I will burn you at the steak until you are blue rare then serve you with a veloute and a side of garlic roasted string beans. Piece of shit reddit scum fuck.


 No.36052

>>36049

fuck why wont it let me post i hate 8chan


 No.36058

>>36025

this is just an example of the shit that could happen, this is not a map


 No.36059

>>36025

looks jewwy to me tbh


 No.36060

File: 1453869910398-0.webm (36.53 KB, 322x130, 161:65, kek.webm)

File: 1453869910406-1.webm (190.81 KB, 640x360, 16:9, hghg.webm)


 No.36064

>>36060

It wasn't loading don't judge me.


 No.36096

>>36058

>Example of shit that could happen

That's the point, the map could very well be something resembling that clusterfuck.


 No.36098

>>36025

It reminds me of a like, Metroidvania type of game's map. I think it's stupid to have it so that some of them don't have portals from the same shard they lead to that lead back to the shard leading into it


 No.36105

YouTube embed. Click thumbnail to play.

A Suggestion For The Baguettes Among Us.

I don't think this post warrants its own thread, so I'm posting it here.

Neustria is a pretty fucking lame name, so I thought of something better. It's both French and a "chan" pun, so put down your frog legs and listen here.

"Chans-Élysées". Yeah, I know, it's fucking genius, and you guys better use it too because you can't call yourselves Frenchmen and not embrace the dank memes. You can even use Joe Dassin's classic song as your national anthem, with a few edits here and there.

Chantez avec moi!

Aux Chans-Élysées, aux Chans-Élysées!

Au soleil, sous la pluie, no Reddit in our country!

Il y a tout ce que vous voulez, aux Chans-Élysées!

Du rien mes amis Français.


 No.36107

>>Neustrians

Yep 3.0 is going to be shitty


 No.36152

Will we be waiting until launch to assemble a constitution?


 No.36153

>>36152

We have some stuff in the works right now. We won't settle on anything until launch though. If people want to help with it, I can see about getting it put into a form that we can all modify or at least make suggestions for.


 No.36171

File: 1454264620875.jpg (185.64 KB, 1024x683, 1024:683, 1453150490551.jpg)

>>36105

I'm totally with that, unfortunately, the other neustrians kinda hate this.

In fact, they say so because "les champs-élysées" come from greek mythology


 No.36176

File: 1454268831714.jpg (332.07 KB, 1024x1024, 1:1, Aigis is sicker than your….jpg)

>>36171

True Frenchmen would embrace the dank memes...

At least my idea was considered, I guess. I still think Neustria is lame and a better name ought to be thought of. Best of luck in 3.0 regardless.


 No.36178

>>36176

I have to agree.

Best luck for you too.


 No.36179

File: 1454275605783.gif (993.32 KB, 924x507, 308:169, 1449513396226.gif)

>>36178

There are a few tentative plans, but one thing was confirmed for me on the subreddit: in the beginning of 2.0, there were a fair number of random griefers, since nobody really had much power to stand up to them. The Abyssi people once told me that there were a ton of little settlements in the -,+ that were wiped out by griefers.

Commonwealth, on the other hand, rapidly developed a system of extremely confusing walls and streets. Finding your way about the city if you didn't know it (such as if you were a griefer) was a nightmare, you would be cut down pretty quickly. This helped Commonwealth become one of the largest cities of the map.

The Plan

1. Three tiers of 'security' so to speak. An inner, government and trusted individual only zone, surrounded by a protective wall and one of Gb's trenches. The entire thing should be covered in string as well at the top, so pearling out is impossible. This will be the heart of operations.

2. A secondary, residential district, with a series of defensive trenches separating it into different 'zones' so to speak, so that in the event of an invasion we can 'lock down' zones.

3. A tertiary farming district on the outskirts surrounded by a wall.

4. Access tunnels, complete with the new pipes and whatnot, linking all zones together.

5. Escape tunnels and other things such as one-way doors, secret exits, and the like, so that we can get through the city easily but an invader cannot.

Thoughts?


 No.36181

>>36179

Do you really think we are going to get attacked that much? Do you really think that its going to be constant war or such strong enemy combatants that we really need this? Set up an RRT and store weapons and gear in random places ready for whatever we need. Its fine to do an attack on titan thing but you sound like its just going to be war war war.


 No.36189

>>36179

That is an autistic amount of planning bg.


 No.36197

>>36179

Mate I appreciate the effort you put into this post, and I'm glad you're thinking about all these things right now, but planning this much detail so far in advance isn't necessary at all. I do like the idea of having multiple tiers of security, although we should secure the entire city as much as possible.

>>36181

tbh halfassed defenses like the ones we'd be realisticaly be able to make in the first month or so wouldn't do too much against griefers. Quickly arming everyone with iron (or better) and amassing a supply of pearls would be enough at first.


 No.36203

File: 1454324492208.png (42.55 KB, 1803x936, 601:312, 1452548403894.png)

>>36179

we plan to do our city offshore, so, I think, we will be quite ok with griefer. (our farms may be griefed, we will have to protect em)


 No.36205

>>36203

I thought you were joining us...


 No.36206

>>36179

This won't be of much use until we have bastions, sorry m8 but lets be real here, as long as we don't have bastions, every defensive structure is defeated by a pillar of dirt blocks.

Until we have bastions, the only way to prevent griefing is by having active players, preferably geared.


 No.36207

>>36206

There's a difference between keeping people out, and making it difficult for people to escape while being chased (especially if they're lacking pearls, which early raiders/griefers likely will be). That said I do think bg's idea is a bit overthought.

Making the town defensible is not a bad thing, however, and can be done to a pretty good degree even without bastions. It won't make it griefer-proof but making it more of a hassle to get in or out will deter more casual griefers.


 No.36208

>>36205

I will probably return with neustrians, they can"t make there shit together without me...

I'm kinda sad about that, I haven't done my job properly, no one can take my job after me.


 No.36209

>>36208

In early days, I will probably work with both neustria and you, since I really want to take part in the pan-chan city.


 No.36347

I'm on the fence about who I'm going to be joining up with, and was directed here.

What are you guys planning on doing that separates you from every other civilization? Do you have any particular goals?


 No.36352

File: 1454878561643.png (94.99 KB, 600x300, 2:1, 1451660388492.png)

>>36347

We are a nation of channers, that is what we are and what we do.

Our goals are to survive and form the best possible nation on Civcraft, whatever that is. I assume you're from reddit, having been directed here by the subreddit. We are a collection of people from 4chan and 8chan. If you can't handle that, then don't bother joining up.

If your goal is to build some dank vanity town, then you should probably just leave now, because the cities we build grow and die with the population.


 No.36353

I definitely think we need named streets, though. Makes navigating so much easier.


 No.36355

About the style, I was wondering if we should go for a modern-styled city, with towers and shit, or go for a ancient style.


 No.36356

>>36352

You won't hear any complaints from me, but isn't that pretty much exactly what everyone else is doing? What do you define as the best? The biggest? The most population? Like I said, what separates you guys from everyone else?


 No.36357

>>36356

What separates us from everyone else is us being channers, most other nations are sanders leftist and redditors.


 No.36359

File: 1454891414089.gif (127.66 KB, 798x568, 399:284, 1442026785330.gif)

>>36356

Alright, you're clearly a newfag. Listen up, nignog, and listen good before I whip your ass and send you back to pickin' cotton: We are channers. Our goal is to exist, as an offensive, amorphous, self-sustaining entity on the server. What our town looks like is irrelevant as long as it reflects us. Our goal is simply to BE, to exist, and be successful at doing so, and also to be able to tell anybody else to fuck off and let us do our thing. Community is our priority, and a community of channers, in all our schizophrenic glory. If you like it, feel free to join, if you don't then we don't hold it against you.


 No.36360

>>36353

>>36355

What about dividing the city into large districts separated by wide boulevards on a grid, and allowing chaotic development inside the districts?

To provide security there could be periodic fortified iron doors on the city's citadel group, so that griefers/raiders can't use the grid for a quick escape but we can move quickly.

Each district could follow a different theme so that we have an aesthetic city while still allowing some freedom to build what you want.


 No.36362

File: 1454900834999-0.jpeg (150.73 KB, 624x415, 624:415, 698827-bowens-wharf-newpo….jpeg)

File: 1454900835021-1.jpg (102.79 KB, 978x428, 489:214, bos_kiosk753.jpg)

File: 1454900835028-2.jpg (684.41 KB, 1600x1200, 4:3, Downtown-Crossing.jpg)

File: 1454900835028-3.jpg (56.65 KB, 660x416, 165:104, Image-1.jpg)

File: 1454900835047-4.jpg (136.13 KB, 720x482, 360:241, old-port-portland-maine-po….jpg)

>>36360

>on a grid

Into the trash.

>Each district could follow a different theme so that we have an aesthetic city

I won't force a theme, beyond banning shit-scrapers. Keep in mind, a modern city is a mish-mash of modernist (if it's done tastefully I wouldn't see the problem, but Brutalism can fuck off), Victorian, Georgian, Colonial, and Medieval styles. Look at the North End of Boston, where you have everything from Paul Revere's wooden house on a cobblestone street, to colonial warehouses, to turn of the century tenement style houses and little courtyards, to modernist condos on the wharves. People can (and absolutely should) develop neighborhoods that 'mesh' together and each have their own character. After all, nothing is worse than living in Generic Brutalist Smooth Stone Empty Commie Bloc #26401, or having Sub-Director Vice-President of Medieval Architecture Standards breathing down your neck. If people want a post-modern city, I won't stand in its way, but I will stand in the way of cancer.

The best way for a city to develop is actually quite like it would in real life: start off with the 'cheap' materials, wood and stone, which then are slowly upgraded through time to get a more wealthy or modern feel with other imported blocks, in terms of architecture.

As for roads, no grids, no pre-planning or flattening or straightening. The single biggest mistake of infrastructure that ensures your city (IRL or ingame) will always be ugly no matter what is that you force development to follow a pattern rather than simply putting a few constraints and saying 'go to town'. It's why everybody jacks it to medieval center-cities or places like North Boston/Downtown Manhattan/Old Port in Maine, instead of Phoenix, Houston, or Oklahoma City. The city I want to cultivate is one where the infrastructure meets the neighborhoods, not the other way around, beyond a few constraints such as walls or perhaps a few boulevards that follow the landscape.


 No.36364

File: 1454900943918.jpg (858.44 KB, 2592x1944, 4:3, Lujerului,_Militari.jpg)

>>36360

>inb4 muh wide streets

Off to the FSR with you. I will help guide development, but if I start seeing flattening or a grid, I will pearl you personally, this is disgusting cancer.


 No.36369

File: 1454904427469.jpg (45.84 KB, 594x500, 297:250, 1.jpg)

>>36360

What about stop posting any time


 No.36375

>>36359

and yet pol was the biggest hugbox of tolerance.

stop being a hypocrite bg.


 No.36378

>>36360

Not all the streets should be boulevards.

Also, no autistic wide street and especially no large scale flattening.


 No.36379

File: 1454938862196-0.jpg (498.18 KB, 680x783, 680:783, 1.jpg)

File: 1454938862214-1.jpg (93.62 KB, 935x514, 935:514, 2.jpg)

File: 1454938862588-2.jpg (3.18 MB, 3648x2736, 4:3, 3.jpg)

File: 1454938862617-3.png (2.47 MB, 1000x1000, 1:1, 4.png)

File: 1454938862627-4.jpg (314.84 KB, 640x360, 16:9, 5.jpg)

>>36362

I'm 100% with bg here, lets post some examples:

First 3 are Prague (organic), last 2 are Brasilia (grid).

Decide for yourselves which is better.


 No.36382

>>36375

Hello Emperor_Rick. Can you please explain how, exactly, we were a hugbox of tolerance? And how we could have accomplished NOT being a hugbox of tolerance?

>>36379

My plan is to have the city 'flow' with the land. No artificial flattening or any of that shit, just good old curved streets. I have also tossed around the idea of a metro/light rail system and since we are going to be dealing with a much larger population and area than Volkstadt, I think it might be worth considering.


 No.36383

>>36382

A canal system with boat propeller stations could have been good too, if boats weren't so laggy.


 No.36384

could use a dragon curve


 No.36385

File: 1454951577564.png (58.76 KB, 800x600, 4:3, idea-1.png)

>>36362

It's like you saw "grid", got triggered, and stopped reading. I'm not proposing a Viridian-style autistic grid system. Also nowhere in my post did I mention flattening anything, which just shows that you're more interested in attacking (deliberate?) misinterpretations than you are in understanding what it says on your screen.

Here, I whipped up a shitty schematic in paint to illustrate what I mean by this. Having a dramatic row for prominent buildings and monuments would be nice, as would a square in the city center. To those ends, building a few avenues ahead of time would be nice.


 No.36388

File: 1454955121865.png (400.67 KB, 600x696, 25:29, 1453991733086.png)

>>36385

>It's like you saw "grid", got triggered, and stopped reading. I'm not proposing a Viridian-style autistic grid system. Also nowhere in my post did I mention flattening anything, which just shows that you're more interested in attacking (deliberate?) misinterpretations than you are in understanding what it says on your screen.

This sounds like an Aufdenstadt post. There is no need to be upset. Actually, I agree with you, when I give it some thought and see a diagram, of having a few main avenues. After all, even Volkstadt started with two main east-west and north-south roads.

I still disagree with dividing it into districts like that though, with themes. I think that all that will accomplish is making the city look like a cross between a theme park and nothing good. If people want to form neighborhoods naturally that accomplish that, I won't mind as much because it will look more natural. But your idea for roads is actually pretty decent.


 No.36389

>>36388

Personally I wouldn't mind a few intervention, just to be sure a skyscraper doesn't end in a 19th century-themed district.


 No.36391

File: 1454964689877.png (255.64 KB, 3396x2464, 849:616, sexyasfdragoncurve.png)


 No.36393

>>36388

Wasn't me


 No.36394

File: 1454970887590.jpg (59.15 KB, 492x419, 492:419, 1452424455289.jpg)

>>36389

The thing about skyscrapers is that in my experience 99% of people who build them will quit within a few weeks at most. People who build those things just aren't usually the type to stick around, for whatever reason. Most people are content to build something that is small but nice aboveground and stretches in vast caverns below. That's precisely what I want to happen.

What I think is that we'll just institute a height limit so that invaders can't climb on them and then hippity hop over any walls or whatnot we put down.


 No.36395

>>36382

You said it yourself you allowed leftists, furries, transfags, french, and other faggots in your ranks because you believe in multiculturalism. Do I really have to link you to your own text?

>>And how we could have accomplished NOT being a hugbox of tolerance?

start by purging cucks who compare school shootings in America to muslim terrorists in Europe. Then move on to those with /leftypol/ opinions. Also stop dealing with reddit players as equals.


 No.36396

>>36395

>leftists, furries, transfags, french,

One of these things is not like the others

One of these things just doesn't belong


 No.36398

File: 1454982035040.jpg (67.44 KB, 1514x805, 1514:805, 1449500847971.jpg)

>>36395

How about we start with you, huh? Don't get me wrong, I hate furries, and trannies are mentally ill. Leftists aren't all bad and if that statement offends you I dare you to come out of your basement and actually understand other people's perspectives.

But if there's one thing I can't stand for, it's a traitor. Which. You. Are. Of all the slimey people we have picked up over the ages, you are the only one who actually stabbed us in the back over something as trivial as 'we allowed a group of french people to exist as allies'.


 No.36400

File: 1454983313768.png (869.49 KB, 1366x705, 1366:705, 2016-02-04_18.17.52.png)

AWWW YISSS MUDDAFUGGIN CITY THREAD BITCHES!!!!!

You guys seem to have put a lot more thought into the city than I have, but I can offer a few personal pointers that help make a city more accessible and interesting.

>Organic city Growth

Try to avoid clearing a flat plane of land and building a grid. I've always felt organic, unplanned growth adds a lot of charm and unique personality to a city.

Obviously an outright clusterfuck is not the best plan either, but guided organic growth can do wonders. It IS Minecraft. Try to be creative and work with the landscape, not against it.

>Centralization

This is a bit of no brainer. Keep shops, embassies, town halls, governmental structures, transportation centers, high density buildings near the center of the city. It will take a while for invaders to get near the center, and you can focus economic activity and pedestrian traffic where it counts. Plus it always feels nice to see and interact with other players instead of this isolation that is synonymous with urban sprawl.

>Keep stuff visible

This is a personal preference and likely an unpopular one, but try to keep shops and structures above ground. I can relate and understand how cool it is to put stuff underground, but it's difficult to get your bearings and know where stuff is if you keep it hidden and secluded. Visitors will be more impressed with built structures rather than carved out structures and it allows greater variability in the architecture.

>Keep roads narrow.

Another personal preference. You're not driving a car around, and to be honest the street could technically be 1 block wide and work as this is Minecraft and avatar's clip each other. I personally like the street idea of two cobblestones wide, then perhaps a stair lining the cobblestones to provide a barrier between street traffic and housing.

>DENSITY

MUDDAFUGGIN DENSITY. Stop wasting space. Don't be afraid to put your house a block away or right next to the road. Utilize the space given effectively. If you need some more space, build another story up and maybe a basement floor. One of my favorite cities in Civcraft 2.0 was New Danizola because virtually all the structures were at least two stories and you felt "enveloped" in the city. Added a very unique urban feel that I felt was absent from a lot of civcraft cities.

>summary

When building something, ask yourself: Does this add or subtract from what I'm doing? Can I make do with less? Can I do more with less? Can I build a bit closer to the road and make my house bigger? Can I put a shop on the first floor and my living quarters on the second? Manage your resources effectively and make every block count for a bigger, better city.


 No.36402

>>36400

Everyone here has built cities. Volkstadt is going to provide a lot of inspiration, I think. Nothing said here was original to the thread.

Lurk moar.


 No.36403

>>36402

I read through it and have stopped in occasionally with the civcraft community for over a year now. Still I thought some key points needed to be emphasized and reiterated.


 No.36404

>>36402

>shitting all over people who are only trying to contribute


 No.36405

File: 1455016584140-0.jpg (2.1 MB, 3264x1836, 16:9, 20160205_132518.jpg)

File: 1455016584152-1.jpg (1.09 MB, 1536x2048, 3:4, 20151022_134219.jpg)

File: 1455016584157-2.jpg (1.31 MB, 2048x1536, 4:3, 20151022_133905.jpg)


 No.36406

File: 1455023785810.jpg (7.51 KB, 250x212, 125:106, 1441245194326s.jpg)

>>36400

If you ever saw Volkstadt, this was precisely what we were attempting to cultivate. I'll make a video tour of it sometime, because it's actually extremely impressive and follows your rules (except to an extent the flattening, but that was done before the city even came into being) practically to a 't'.


 No.36412

File: 1455033999033.jpg (306.19 KB, 1000x1232, 125:154, 1454360445265.jpg)

>>36404

>>36402

Classic rampant king


 No.36424

>>36406

Can you recall the Civcraft coords? There is a isometric version of the final Civcraft map.

http://151.80.42.74/civ/#world_isometric_day/2/5/1459/-5837/64


 No.36425

>>36424

500 7500 on your map.


 No.36426

>>36425

Looks great. Looks like an actual city. Wish I could've lived there.


 No.36427

>>36426

Every building was used. There were no empty houses, no useless stuff. You could buy land in whatever shape or size you chose, but developing new land would come at double the price. You should have seen it from street level, it was such a beautiful place.


 No.36428

File: 1455057882237.png (810.95 KB, 1366x705, 1366:705, 2016-02-09_16.42.34.png)

>>36427

Sounds absolutely fantastic. I was really amped for Civcraft 3.0, but was a bit dismayed to hear about the concept of sharding. I understand the server benefits, but I feel like the portals isolate shards and destroy the "planetary global" concept feel.

>tfw 99% of Minecraft cities you live in are shit so you have to resort to building a fake city in creative


 No.36432

>>36428

Hey XCstar!

>>35853

So is one unified city out of the question?

I know the new essences mechanic will favor large singular cities.


 No.36434

>>36432

>So is one unified city out of the question?

I think the unified city is how it's going to be done.


 No.36436

File: 1455068862768.jpg (4.29 KB, 118x125, 118:125, 1446551220912s.jpg)

>>36432

On the contrary, the unified city will be how we do it.


 No.36437

>>36432

>>36434

>>36436

Strength Through Unity

Unity Through Memes

8chan Prevails


 No.36546

File: 1455493047009-0.png (1.15 MB, 1366x705, 1366:705, 2016-02-14_17.25.42.png)

File: 1455493047011-1.png (708.69 KB, 1366x705, 1366:705, 2016-02-14_17.26.25.png)

File: 1455493047011-2.png (905.54 KB, 1366x705, 1366:705, 2016-02-14_17.27.20.png)

File: 1455493047022-3.png (636.69 KB, 1366x705, 1366:705, 2016-02-14_17.28.56.png)

Wow, visited Volkstadt using a loaded final map of Civcraft in spectator mode. You can visit it using direct connect at 151.80.42.74

What an absolutely fantastic city. It "felt" like an urban city, and not some isolated suburban sprawl that is present in 99% of Civcraft cities. The city is a monument to the idea that the architecture of each building doesn't have to follow a specific theme to make it look good. Even the oversized buildings, which I'm not usually a fan of, emulate very high quality architecture and were a joy to explore. I liked how efficient use of space was made, and in one of my pictures you can see a rowhouse crammed between two buildings to utilize all the space given. A centralized core was present, the street layout was organic, and everything was very dense. High rises strayed away from the concept of shit scrapers and were ornate and aesthetic. I would imagine that person to person interaction would be present given everyone was centralized.

My only complaint was some wasted, open lots, but my guess is that they were probably going to be developed if the game continued. Hats off to Volkstadt. Wish I could've lived there.


 No.36554

File: 1455506023419.jpg (24.57 KB, 489x499, 489:499, 1442796543806.jpg)

>>36546

>in one of my pictures you can see a rowhouse crammed between two buildings to utilize all the space given.

Ah, the oldest personal residence in the city. So there, is a really interesting history behind that. Ben_g1 was my Director of Roads back last spring and he originally built in Rockwell. However, he saw that people were building in Volkstadt and asked me if he could build in the alleyway between two of the newfag apartment buildings. Obviously I consented and my favorite house was born.

>My only complaint was some wasted, open lots

We went back and forth on this. The thing is, every house was unplanned and built by individuals. There was no pre-building. Any houses that went inactive were torn down and the land returned to the common pool. So any vacant lots you saw weren't on purpose, it's because the city was built by the individual citizens, not the government officials. (Except for a few Tigen and Aufdenstadt builds on either commission or government work.)

The idea of the city was to let it develop on its own terms rather than preplan. One of my biggest complaints was allowing the two parallel streets to develop in the center, it limited people too much and prevented there from being two different varieties on the north and south sides of town.

Squares were also a major part of the process, the idea of encouraging separate neighborhoods was central to our conception of a 'good city'. The other major mistake was not putting a 'town common' of some sort in the very center of the city right from day one. The placement of Slam Jam Square ensured that development in the western side of town would be sporadic and not fit the overall feel of the more dense, residential part of town. This will be rectified in 3.0.


 No.36557

File: 1455506525526-0.png (448.72 KB, 1366x706, 683:353, 2015-03-19_00.26.22.png)

File: 1455506525555-1.png (206.92 KB, 1366x706, 683:353, 2015-03-20_11.32.20.png)

File: 1455506525560-2.png (370.94 KB, 1366x706, 683:353, 2015-03-20_13.57.04.png)

File: 1455506525560-3.png (246.54 KB, 1366x706, 683:353, 2015-03-20_14.00.21.png)

>>36546

Pictures, from Left to Right

-Slam Jam Square, as it was. The department of labor is on the left. At the time, Volkstadt was a farming outpost and the thing in the background is a vine farm. The original Castle (pre-my unscheduled demolition) is also present.

-Building the original wall. The ill-fated Uncle Joe's Gulag and Garden (now entombed beneath the archives) are on the right.

-6,000,000, Volk St. under construction back before Tigen's wool facade ban came into effect.

-The first bg-post is captured while speaking to some of the 4 Memers of the Apocalypse. Looking down mainstreet, the anti-Rockwell doctrine is set out in typical fashion. The old Bunkhouse is on the left. This was the original Balgopal Build.

-


 No.36559

File: 1455506978540-0.png (367.44 KB, 1366x706, 683:353, 2015-03-23_19.26.31.png)

File: 1455506978544-1.png (257.23 KB, 1366x706, 683:353, 2015-03-24_15.12.03.png)

File: 1455506978545-2.png (486.28 KB, 1366x706, 683:353, 2015-03-25_17.22.28.png)

File: 1455506978638-3.png (590.1 KB, 1366x706, 683:353, 2015-03-25_18.03.35.png)

>>36546

-Bubblint's suggestion is taken with a grain of salt looking at Volkstadt's West Gate. On the left is the cow farm, which was later torn down and replaced by what is now the factory building.

-Slam Jam Square, as it was, after the unscheduled removal of the pumpkin field, which had been cut in half by the wall. The picture is taken from the same general location as the first screenshot.

-This is the most pertinent screenshot, probably my most valuable. Taken from what is now the armor store, my house is in the background. The Balgopal Bunkhouse is on the right and the gap is now the train station. This screenshot shows the original plan for Volkstadt, which was having a small park where the train station is as a 'town center' and prevent the claustrophobic swallowing of Main Street.

-Slam Jam during it's rebellious, teenage 'Egyptian' phase. After this, it was decided that the city was too gray and that Slam Jam should be greener, something that culminated in it being turned into a park. (TBH, it should never have been built in that location, but once it was we should have prevented it being raised up higher than the street level around it from day one.)


 No.36560

File: 1455507384097-0.png (210.59 KB, 1366x706, 683:353, 2015-03-25_22.47.21.png)

File: 1455507384098-1.png (224.45 KB, 1366x706, 683:353, 2015-03-28_01.25.05.png)

File: 1455507384130-2.png (508.15 KB, 1366x706, 683:353, 2015-06-09_23.18.40.png)

>>36546

-My house is on the right. This is right after the demolition of one of the Reich Ducks and is now the archway between Axon's general store and the empty building on the corner that was at one time Pecheur's home.

-The beast itself, the one and only, and far too lewd Reich Duck. Yes, this is a major highway next to what is now the cactus farm. The alignment of the road and the acacia tree are still identical.

-Rosa Park, as it was. This is looking at OutcastMephisto's home.

This is all that remains of the legacy of Old Volkstadt. I wish I'd taken more screens, although Aufdenstadt and Tigen have a few more.


 No.36573

File: 1455523164271-0.png (534.87 KB, 1366x705, 1366:705, 2015-01-20_14.17.13.png)

File: 1455523164271-1.png (228.06 KB, 1366x705, 1366:705, 2015-01-20_14.17.50.png)

File: 1455523164272-2.png (1.12 MB, 1366x705, 1366:705, 2015-01-23_15.21.01.png)

File: 1455523164314-3.png (578.2 KB, 1366x705, 1366:705, 2015-02-04_19.16.51.png)

>>36554

>>36557

>>36559

>>36560

Looks great. Looks like the majority of these took place in late March then? Must've been interesting to watch a city grow like that.

I moved into Versailles late January when a couple of threads on /v/ encouraged this mass influx of users. We first started out in some pre owned land in Clacton, then the main city was built after we were pushed out and moved south closer to Viridian. Versailles was extremely organic, and it's interesting how you mentioned that there wasn't a planned commons area in Volkstadt, because this happened in Versailles in a similar fashion. It was really interesting watching everyone's works bounce off each other, trying to find an equilibrium between chaos and a functioning city. You can still visit it at the above IP I provided.

If I recall the town square first started out as a single road, and a player opened up a large market square shop next to the road. After he became inactive we demolished his market and there was a small yet definitive commons area that had formed.

-Town hall after construction. I literally constructed the entire thing. Land clearing, resource gathering, material allocation, design, construction, polishing, naming was all me. Some other player requested it and I pretty much got the whole thing down within the span of 5 hours. I would later add bell towers to the two protruding corners.

-Inside of town hall. I arrogantly proclaimed myself urban planner and moved into a small corner office on the 2nd floor that overlooked the town square. I put other offices inside the building for administration, but the town collectively decided on an anarchy and barely any of the rooms were used. A library was opened up however. You can see my own philosophy of taking only what I needed and building a cramped, yet effective town center.

-Downtown Versailles, town square. The market had not been removed yet. A lot of unguided development left a lot of shitscrapers and low quality development, but some stuff like the three story slanted building on the left represented some of my favorite structures. So far it's the building with the most stories I've seen used in full and effectively.

-Finally, my house. Originally a one story structure, I added another story for some more room and a basement floor which connected to the sewer system. I built it completely in a completely random location before there was a well defined road, and eventually found the structure looming underneath the mass of a high quality yet unused skyscraper in the center of the city. After players became inactive, I stopped playing due to the lack of energy that usually came with a city.


 No.37009

File: 1456101142066.png (655.57 KB, 736x1086, 368:543, Chancery Infrastructure.png)

So for those who missed the meeting last night, here are the basics of what was discussed:

-The name of the country is to be the Chancery of United National Territories (CUNT), and the city's name is Chancer.

-Cronos will exist as a sub-entity of The Chancery, abiding by our laws but not managed by our government. More info to come regarding this when the company charter is written up.

-We will be cooperating with Cronos for the maintenance of shared factories hosted within the city using combined pools of player essence. We are also looking to see if Akihabara, Aegis, and Neustria are looking to get in on this cooperative.

-Chancer will be a private city, and will only permit entry by non-allied outsiders on a case-by-case basis.

-It was decided that there will be a ban list, but few names are written in stone for it. Folters and known 3.0 members of the WP are among those currently listed.

-A flag was not decided upon concretely, but I will be using a design similar to that shown in the pic for the time being for simplicity's sake. If anyone has a better suggestion, by all means submit away.

There's probably some stuff I'm missing, but I think those were the big issues. If there are further questions, by all means ask away in this thread.

Also I posted this at the meeting, but I figured I'd also post it here to gather some additional thoughts on how we're intending on setting up our rails and iceroads in 3.0. Given the fact that it's less labor, I've been trying to come up with a design that remains mostly above-ground.

http://imgur.com/a/u0gxP


 No.37011

File: 1456109692576.jpg (24.02 KB, 500x375, 4:3, 1.jpg)

>>37009

>Chancery of United National Territories (CUNT), and the city's name is Chancer.

By god that's awful


 No.37012

>>37009

>>37011

Holy shit

You fucking nailed it

Also I like the modular rail/road/iceroad design


 No.37013

>>37009

>-It was decided that there will be a ban list, but few names are written in stone for it. Folters

???


 No.37014

File: 1456116810084.png (542.62 KB, 800x569, 800:569, Ministry of Agriculture.png)

>>37011

Well, it was probably the first unanimous decision we've ever pushed through with that many people involved, and you weren't there. Guess we now know who to blame for the shitshows that were the old Chanada meetings. :^)

Seriously though, if you had a better name, you should have either mentioned it in the earlier meeting thread or been at the meeting yourself.

>>37012

Thanks fam.

>>37013

I know you like Folters, but after everything he's done against us and his now openly hostile attitude against us (it was always hostile, he just didn't show it to most), we don't want to bother with it.


 No.37015

File: 1456117005103.png (85.17 KB, 1063x522, 1063:522, bgnobanlist.PNG)


 No.37016

>>37015

Maybe it was more just general consensus on that matter, but the end result is basically the same: nobody gets in that isn't a Chancery citizen or ally without permission.


 No.37017

we dont like folters you stupid fucking faggot


 No.37018

>>37017

folters is a harmless little memer :(


 No.37019

>>37018

You made me giggle m8


 No.37020

File: 1456124024111.jpg (191.14 KB, 812x806, 406:403, 1453599217609.jpg)

>>37014

Damn dude already making fresh OC keep it up


 No.37021

>>37018

>tfw in mumble listening to the sounds of innocent polynesians being slaughtered by a drunk "harmless little memer"

>the "harmless little memer's" 10-layer newfriend house on the 8026

ok I'm outta ammo

but you get the idea

also something something war that happened after i'd quit


 No.37022

File: 1456141366608.jpg (140.85 KB, 745x1000, 149:200, reddit arrives.jpg)

>>37018

get outta here and take your cockroach mentality with you.


 No.37023

File: 1456182472159.jpeg (135.08 KB, 700x693, 100:99, ReikoafterPearlingFolters.jpeg)

>>37018

he purchased at least 1 possibly more alt accounts exclusively to fuck with and ruin chanada's reputation.

tried to lead us into conflicts multiple times with this account.

he pearled multiple newfags causing many of them to quit

became one of the biggest 'wp' (read one world cockroach government) advocates and supporters in 3.0

allegedly supported and supplied mir (unconfirmed though I trust my source)

most consistant liar on the server. Not even his cockroach friends know when he is telling the truth.

is now vocally outspoken in his dislike and contempt of all chan volk.

If you so badly want to hang around with a filthy, smelly, lying and potentially dangerous cockroach that most everyone considers a viable threat to your city; then perhaps you'd be better off living among the cockroaches.

Pic related. It's a very rare real life civcraft image of Reiko after pearling folters on his alt sadisticMoose.


 No.37024

Didn't really want to make a whole thread about it but I've never played civcraft before and was looking to try it out.

I'm guessing jumping into it with the start of the new version rolling out would be a good time for it but is there anything I need to know or do to get into it? Is this some kind of secret club that shuns outsiders? I'm not from reddit and started playing while the game was in alpha if that helps.


 No.37025

File: 1456203067533.jpg (13.67 KB, 139x161, 139:161, ByzanBall.JPG)

>>37023

>>37024

>I'm guessing jumping into it with the start of the new version rolling out would be a good time for it but is there anything I need to know or do to get into it? Is this some kind of secret club that shuns outsiders? I'm not from reddit and started playing while the game was in alpha if that helps.

We always want channer newfriends. Make your presence known in this thread and we could add you to the slack group or something, or at least give you the mumble info


 No.37026

>>37025

Alright, my username is LtRift. I'll try use it for everything related even though I usually go by another name now.

Is there a wiki or something with a full list of the mods and plugins the server is running?


 No.37027

>>37026

>Is there a wiki or something with a full list of the mods and plugins the server is running?

There's a wiki you can find if you go on to /r/civcraft but a lot of things are changing from how they were in 2.0.


 No.37028

File: 1456204383516.png (83.24 KB, 215x309, 215:309, Ministry of Production sma….png)

>>37024

Welcome aboard matey. Just fair warning, you may be waiting around a bit before the main server comes up again if you haven't gathered that already. By all means, join in with the community in the meantime since we're usually doing other shit too, but civcraft 3.0 is still probably around a month if not more down the road still.


 No.37029

File: 1456206331803.jpg (74.26 KB, 800x600, 4:3, 1412853062566.jpg)

>>37024

DO YOU LIKE MEMES????

Where are you from?


 No.37030

>>37024

>Is this some kind of secret club that shuns outsiders?

Nah, you're welcome. Its always nice to have another Aussie playing with us.


 No.37031

>>37026

>>37027

https://github.com/Civcraft

all the main server plugins, with the most up-to-date wikis for them

though some wikis may be outdated as there are big changes especially balance-wise in some plugins going into 3.0 from 2.0

Main ones you need to check are:

NameLayer (groups)

Citadel (reinforcements)

JukeAlert (alarms and logging of player actions)

PrisonPearl (player justice)

FactoryMod (refining/manufacturing/sorters/pipes)

RealisticBiomes (what crops/plants grow where)

ItemExchange (shop chests)

Less important but still noteworthy:

ArthropodEgg = capture mobs with bane swords

Burricos = donkey doublechests

MusterCull + AFKPGC = stop you making shit that's too laggy

Bastions = let you protect large areas from block placement/enderpearls

Humbug = catch-all plugin that tweaks a lot of vanilla values

EnvironmentalEffects = catch-all plugin for more active things (custom mobs, weather effects, etc.)

Post last edited at

 No.37032

>>37030

also nice subtle shitpost AS EXPECTED OF AN AUSTRALIAN


 No.37035

The three things which need to happen with any government are formal structure, accountability, and transparency.

What's the current plan to accomplish these things for us?


 No.37036

>>37014

tigen, these posters are top notch kid.


 No.37037

>>37028

Thanks, will do.

Is there a steam group or just the mumble?

>>37030

You won't be laughing when we change our flag.


 No.37038

File: 1456277569428.png (755.52 KB, 643x1000, 643:1000, We march forwards towards ….png)

>>37035

>formal structure

Right now the council holds most of the power, but that may change as we proceed past the early stages of 3.0. We've tried to trim as much of the fat in terms of government positions as we can to prevent bureaucratic bloat while still having organizers for the most important aspects of nation building. Sometime before 3.0 launches, we'll have a constitution ratified (we already have snippets written, but need to collaborate on what gets added). When it does get written, we'll probably open a doc for people to submit suggested changes, since we don't want to go completely over the heads of everyone when the resulting document WILL concern them.

>accountability

I'll admit, we're a bit lacking in this regard right now when it concerns to government members. I personally trust everyone currently involved to act in the best interests of the people, but I can't say for certain that this will remain the case if someone resigns or if new factors come into play. We've discussed writing in some provisions for a court/judicial function headed by a non-council individual(s), but the specifics have not been elaborated upon. We also remain uncertain if there would be anyone willing to take upon themselves the role of a judge, considering that could amount to a substantial time investment if MtA is anything to go off of.

>transparency

Unless you have suggestions, I don't know if there is any way for us GUARANTEE transparency outside of simply giving our word. I can tell you that it was one of our mission statements that we would remain as open as we could about governmental developments as long as they were not concerning national security issues. Hell, the only reason a lot of stuff has been "private" thus far was simply because most non-/civ/ channels are also host to people who, until recently, weren't slated to be involved in our government. We did not wish to bother them. As both my friends and critics in 2.0 can attest to, between me and bgbba, discussion of ingame politics and planning is ceaseless, which can be an annoyance to those who are looking to do other things in the same channel. Also, and I do say this coming from experience, there is a tendency where certain suggestions and ideas discussed about in-game politics become easily skewed and taken as Word of God. During the early planning phase where our goals were COMPLETELY scattershot, it was best not to get people set on an idea that we weren't going to follow through on. Too great of a risk for sectarianism when we're trying our damnedest to bring everyone together again.

If you have other concerns or suggestions, feel free to voice them.


 No.37039

File: 1456282144865-0.png (186.43 KB, 1444x682, 722:341, concepts.png)

File: 1456282144870-1.png (299.09 KB, 1771x810, 1771:810, concepts 2.png)

>>37038

Sounds good so far. Keeping the bloat down is pretty important and I trust that you're all good people. But as you're probably aware, having good people usually isn't enough for long-term success without well-crafted institutions.

>We've discussed writing in some provisions for a court/judicial function headed by a non-council individual(s)

This is a good idea, it could serve as both a constitutional court (to strike down shitty laws and deal with corrupt/incompetent councilmembers, if need be) and a criminal/civil court for cases involving our citizens. It would need to come together only once in a blue moon, but having it there just in case something comes up would help smooth over crises if/when they occur.

>If you have other concerns or suggestions, feel free to voice them.

How about holding a formal council meeting at the same time each week, open to all citizens and with a transcript posted publicly? Obviously, shit would get mostly get done as it is right now, so it would mainly be a time for each councilmember to report about his activities and the week's events/decisions, so that everyone is kept in the loop. Also, it would be a time for citizens bring things in front of the entire government at once, so that they know their input is heard. If it's stuck to, after a while it would become a routine, taking care of both accountability and transparency.

Also I played around with flag idea and its in-game version, here's what I came up with.


 No.37045

File: 1456310457331-0.png (25.97 KB, 854x480, 427:240, 2016-02-24_11.07.45.png)

File: 1456310457333-1.png (62.99 KB, 854x480, 427:240, 2016-02-24_11.07.51.png)

File: 1456310457333-2.png (35.28 KB, 854x480, 427:240, 2016-02-24_11.07.54.png)

Here's my (probably shitty) attempt at a flag

>>37039

How did you get those banners rendered so nicely? I tried chunky but for some reason it won't render muh banners


 No.37046

File: 1456310708349.png (24.2 KB, 160x320, 1:2, logiflag1.PNG)


 No.37051

File: 1456324200051.png (11.11 KB, 824x464, 103:58, 160224-14.12.28.png)

>>37009

>>37012

By the way, Tigen, don't forget:

Use diagonal roads/iceroads to make a route more direct when possible (duh)

Diagonal rails are actually faster than straight rails due to taxicab momentum (not so duh)

- when travelling cardinally, you move at x m/s in the cardinal direction

- when travelling diagonally, you move at x m/s in both adjacent cardinal directions at once (or √(x^2+x^2) m/s along the diagonal)

- this means by the most direct rail, a town 1.41km North-East takes as long to get to as a town 1km due North

- this also means that diagonal snaking of a straight rail is essentially free if you want to add more stops to it or avoid obstacles; both of the routes shown in pic related take the same time to complete

There's no real downside I can think of either, as an equivalent route without diagonals would require as much or more materials/digging.


 No.37052


 No.37053

>>37051

>There's no real downside I can think of either

Well, you have to change direction when you run, with your design.

Other than that it's good.


 No.37054

File: 1456329640506.png (3.74 KB, 391x334, 391:334, 160224-16.00.14.png)

>>37053

>you have to change direction when you run

how is this any different?


 No.37055

>>37054

in your previous post, >>37051, to go from the bottom to the top point you don't have to change direction.


 No.37056

>>37055

that was more just to illustrate a concept that applies to rails (and only rails)

but yeah, if the road also followed a rail that did that, it'd take longer to get to the final destination for the person on foot

it'd probably be sensible to have the road also go straight through in that scenario


 No.37064

>>37039

I like that one on the far right, white with the black boarder.

simplistic and clean.


 No.37079

Hey guys, XCstar here.

I was part of the Versailles city about a year ago and have stopped in occasionally to witness what has become of the place.

Since my old laptop finally bit the dust, I'm getting a new one and will be my first comp with a discrete GPU and am looking forward to breaking it in on the temporary server going up this Saturday.

Any plans or goals? A general direction of what we're going to do on CivTemp? This will be a great way to formalize our world domination strategy and break the rust. Also first in for DENSE CITY.


 No.37080

>>37079

Let me rephrase that, as we had multiple threads already detailing our civ plan.

Any initial plans for CivTemp? Just die over and over until someone notable finds a suitable spot for a city and then rendezvous there?


 No.37081

>>37079

Go on mumble and ask about the recent habbenings. Chan mumble information is in the sticky.


 No.37082

btw who is pichuqt on the subleddit

their posts make them sound like they're from chanada, and they get downvoted into oblivion so it seems likely, but I've no idea who they are in-game


 No.37210

>>37082

It's Reiko.




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