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A Mage Tower.

Structure Information
Chunk Area: 1x1
Required Technology: Experimentation
Build Cost: 300,000 Coins
Base Upkeep Cost Per Day: 3,500 Coins
Hammer Cost: 14,000
Civ Points: 10,000
Hit Points: 1,000
Limit Per Town: 1
Special: Magic Ability Defense Tower

Overview[ | ]

The Mage Tower is a fundamental defensive tower for civilizations and residents alike, The Mage Tower automatically fires upon players who are outlaws or members from hostile or at war city-states/civs. It is safe and cost effective, however it may not deter a large group of enemies, with the correct placement and consideration, this Tower can be the ultimate defense when fighting all out warefare in significant locations, Defending Wonder Towns or Capitols.

The Mage Tower ignores the direct line of sight and deals 1 continuous armor piercing damage to any target that cannot see the sky, and/or is not inside a CivilizationCraft building.

The tower has a default range of 100 blocks. Technically, it's range is sqrt(x^2 + y^2 + z^2) where x, y, and z are the difference between the mage tower's nearest "fire point" and the player.

Single enemies can be outlawed to your personal Mage tower with the /civ outlaw add <NAME> command.
Entire Civilizations can be fired upon by your entire civilization's defenses by declaring their civilization HOSTILE.

Minimum Range Maxixum Range Damage Fire Rate (Seconds)
0 50 1 2
  • Must be 105 blocks away from another Mage tower.

Advantages of the Mage Tower[ | ]

  • Deters tunneling.
  • Ignores traditional line of sight.
  • Will damage every enemy in range at once.
  • Will apply mining fatigue II for 2 seconds.
  • Will apply glowing for 20 seconds.
  • Imposible to avoid.

Disadvantages of the Mage Tower[ | ]

  • Can easily be destroyed above-ground.
  • Low damage.
  • Small range.

See also[ | ]

Tutorials Town Mechanics Civ Mechanics Defensive Structures Town Structures Tile Improvements Wonders Units Command Reference