CivCraft Wiki

This is the wiki for CivilizationCraft. If you are looking for the CivWar mod wiki, please go here and update your bookmarks accordingly.

READ MORE

CivCraft Wiki
Advertisement

Overview[ | ]

Civics are unique bonuses that can only be unlocked once you have constructed a Capitol and become a Civilization. They are researched in a similar manner to technologies, except instead of beakers determining the rate, your civilization's culture output determines how fast civics research. Civics are divided into tiers, and you require a specific amount of civics researched to progress into the next tier. Each civic costs more culture and more coins than the previous one researched. The tier of a civic makes no difference when determining its cost.

The formula for determining the coin cost of a civic is 10,000 *((Amount of civics researched) +1)

The formula for determining the culture cost of a civic is 7500 *((Amount of civics researched) +1)

Additionally, catch up mechanics apply to both the culture and coin cost for civics. For every civ that researched a given civic, its culture and coin cost decrease by 3% of the original.

Civic List[ | ]

Tier Civic Name Description
1 Expansionist Your settler units are trained 25% faster and cost 25% fewer coins
1 Pillager Destroying a structure during war now returns the repair cost
1 Aquaculture Your farm growth is increased by 20% while on or within one river chunk
1 Experiment Your libraries produce 10% more beakers per unique goodie in the town
1 Citizenship Stores, Groceries, and Libraries offer their deals for 50% fewer coins
1 Naturalist Each river chunk within your town's culture generates 3 culture per hour
2 Tier 2 Civics require 2 civics to be researched
2 Happy Meal Your cottages generate coins 3 extra times during the daily upkeep tick
2 Dark Arts Provides the punch enchantment in all of your libraries
2 Irrigation Farm yield is doubled, but your civilization's growth rate is reduced by 40%
2 Cheap Labor Your Bakeries, Windmills, and Trommels process items 30% faster.
2 Refining Your Blacksmith's smelting rate is increased by 25%, but it takes 25% longer
2 Scholars in Residence Technologies from previous eras cost 20% fewer beakers
2 Hydration Your Farms grow 35% faster during rain or storm
3 Tier 3 Civics require 5 civics to be researched
3 International Trade Company For each civilization that has researched this civic, all of your towns income
3 Forbidden Scroll Provides the fortune 4 enchantment in all of your libraries
3 Underwater Drilling Increases all deep ocean chunks hammer by 1.5
3 Potency Your civ can use level 2 potions
3 Heavy Arrows Your arrow towers deal an extra 2 damage
3 Longevity Your civ can use extended potions
3 Scientific Breakthrough The first technology you research per era is done 50% quicker
4 Tier 4 Civics require 8 civics to be researched
4 Conservation Your cottages and pastures no longer lose levels while starving
4 Specialized Forgery Your forging has 10% less fail rate
4 Exportation Your shipyards and stables can reach anywhere in the world. Your trade income increases by 10%
4 Flavoring Spice increases cottage consumption by 50%, but increases output by 25%
4 Mass Production Catalysts are completed 20% faster but have an extra 10% fail rate
4 War Efforts Your units and defensive structures are done 25% quicker while at war against a top 5 civilization
4 National Guards Respawning inside a town hall gives you absorbtion 2 for 30 seconds
4 Civil Engineering You may construct a building at the same time as a wonder
5 Tier 5 Civics require 11 civics to be researched
5 Scientific Productivity 5% of your towns hammers are used as beakers while your town is not building
5 Cloning Your pastures generate 100% more eggs
5 Entertainment All of your towns gain 5 happiness points
5 Scorched Earth Your cannon towers now light the ground on fire
5 Private Military Your units level up 25% faster
5 Regenerative Coating Your defensive structures slowly regenerate their health
6 Tier 6 Civics require 14 civics to be researched
6 Blitzkrieg Your warcamp has 150% bonus hitpoints, also allows civ leaders to mark a location to have all your residents teleported to at the start of wartime (Cannot be inside enemy culture)
6 Technocrat Finishing a technology grants you 7 hours worth of culture in all towns
6 Focussed Health Your towers will always target the player with the lowest health in range
6 Monument Builder Wonders cost 10% fewer hammers if another civilization is building it, but it will cost 15% more hammers if you are the only civ building it
7 Tier 7 Civics require 17 civics to be researched
7 Satellite Your Scout Tower range covers your entire culture, but you may only build 1, and its report rate is halved.
7 Geology Your mines level up twice as fast
7 Deep Sea Fishing Increase all deep ocean chunks happiness by 0.03 and growth by 0.5
7 Production Investment Increase your beaker rate by 10% at the cost of 10% hammer rate
7 Information Network Towers within two chunks of a Scout Tower or Scout Ship gain 25% bonus range
7 Architecture Increase hammer rate toward wonder by 10% but reduce hammer rate toward structures by 15%
8 Tier 8 Civics require 21 civics to be researched
8 Focussed Iris Your Arcane Towers apply stronger curses but the range is reduced by 75%
8 Astral Energy Your Mage Towers now apply glowing for 5 seconds
9 Tier 9 Civics require 24 civics to be researched
9 Capitalism Three random trade goods in your capital are 20% more effective
9 Hedonism Unique trade goodies generate 2 bonus happiness
9 Balanced Income Your town's trade rate is increased by 50%
Advertisement