✮ CV8: Cities Rework ✮
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On the current map, cities didn’t quite take off as expected, with very few applications throughout the map and the cities section of the hub feeling rather empty. To address this for CV8, we’ve completely revamped how cities function. Read on to discover all the exciting changes coming to cities in this version.
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Green Acres spent a long time as the only player-made city this map...
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City Criteria
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Based on feedback from town founders who didn’t manage to upgrade to a city this map, we’ve simplified the city criteria to just five points. These are now presented in a checklist/question format, making it easier to see if your city is likely to pass a vote.
Revised City Criteria
City Design (25 points)
- How well are the city’s structures designed — including decorative builds, city hall, portal, surrounding walls, farms, shops and attractions? Have any impressive builds or concepts been realised, or builds or ideas that are unique to this map?
- Following a theme is optional for a city. If there is one being used, how well is it implemented?
- Is the city clutter-free and are all city builds finished?
Layout and Ease of Movement (15 points)
- Is there a logical layout to the city, using roads, plots and builds?
- Have clear directions been posted or other means been used to help players navigate the city?
- Are there other methods of transportation to assist player movement around the city i.e. elytra platforms, subways, etc.?
- Does the city have enough gates in its walls to allow players to enter and exit easily?
Farms, Shops, and Attractions (15 points)
- Is there a good variety of farms available, with at least 7 food types and 3 additional non-food farms? Are these all public, user-friendly and productive? Are they able to sustain the city’s population?
Note: Crop farms must be a minimum of 20x20. Animal farms must keep a minimum of 8 breedable animals. - Does the city have an active commercial sector with at least 3 stocked shops?
- Are there at least 3 good quality attractions in the city? Examples include games, decorated parks or beachfronts, bounce houses, pools, or unique builds.
- Have basic needs been covered by making crafting tables, shulker spots, and ender chests available to the public?
Surrounding Area (10 points)
- Has a radius of 50 blocks minimum from the city border (including underwater areas) been made free of hazards and well-lit?
- Does the area around the city also look decent? For high marks here, the area should be nicely landscaped and the surrounding terrain should be properly blended to the city so it looks like a natural part of the environment.
Sustainability (5 points)
- Are there at least 12 residential and/or commercial plots available to allow growth for the city?
Voting Process
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We’re reworking the current system of having all staff vote on each city to eliminate the tedious task for A+ of coordinating votes, chasing staff for submissions, and summarizing results for the applicant. This change should also reduce anxiety for players, who worry about over 30 staff members scrutinizing their builds for potential issues that might cost them points.
To reduce the workload on staff and make the voting process more applicant-friendly, we’re introducing a voting panel system. When an application is made, an SA will assemble a panel by requesting one volunteer from each staff rank. The SA will also coordinate with the mayor/founders to schedule a guided tour of the city, ensuring nothing is overlooked before the vote.
Once the panel is formed and the SA has completed the tour, the group will visit the city, review and discuss it together, and agree on a set of scores and feedback for the applicants. The SA will then present this feedback to the applicants.
With this new system, only four staff members will be involved in each vote. Every decision will be carefully considered by the panel, rather than relying on 30+ individuals voting in isolation and averaging their scores. We also expect this streamlined process to be quicker, with results available faster than the current two-week turnaround time.
We hope these changes will make the voting process smoother and less stressful for everyone involved!
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City Quality Level
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We’re replacing the current quality level with two new systems to make city progression more flexible, allowing you to grow your city over time rather than having to frontload everything before applying. The first system is the City Quality Level, which will be based on your voting score. There are three categories:
Gold City - 70%+ score - city perks cost is 100%
Emerald City - 80%+ score - city perks cost is 75%
Diamond City - 90%+ score - city perks cost is 50%
Your city’s quality will be represented by icons and coloured portal names in the Towns & Cities hub, and it will affect the cube cost of perks.
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Ensuring that all towns and cities are easily accessible, this map they're combined into one hub section.
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City Population Tiers
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Rather than the perks of your city being based on the score you get when assessed, the perks available to a city are now based on the population tier of that city, starting at a base level, and then increasing as you pass certain population and build milestones. When your city has reached a new milestone, you simple /modreq and request the upgrade.
Population is defined as unique players with either residential or commercial plots in the city. Residential builds, to count, must have been either built or furnished by the player who owns it. Commercial shops, to count, must sell at least 10 different items that are stocked.
The new population tiers are as follows:
City (Base Level)
- One free internal city portal set (Extra two available for 500c each)
- One free biome adjustment (Extra five available for 500c each)
- 250 passive mobcap
- Daily Quests NPC in city
- Anti-Phantom region flag (50c)
- Tier 1 region flags (150c each)
- Tier 2 region flags (250c each)
- Two(+) free internal city portal sets (Extra two available for 500c each)
- Two(+) free biome adjustments (Extra five available for 500c each)
- 275(+) passive mobcap
- Daily Quests NPC in city
- Bank NPC in city
- One custom spawner (1000c)
- Anti-Phantom region flag (50c)
- Tier 1 region flags (150c each)
- Tier 2 region flags (250c each)
- Three(+) free internal city portal sets (Extra two available for 500c each)
- One free external city portal set
- Three(+) free biome adjustments (Extra five available for 500c each)
- 300(+) passive mobcap
- Daily Quests NPC in city
- Bank NPC in city
- Auction House NPC in city
- Two(+) custom spawners (1000c each)
- Anti-Phantom region flag (50c)
- Tier 1 region flags (150c each)
- Tier 2 region flags (250c each)
- Four(+) free internal city portal sets (Extra two available for 500c each)
- Two(+) free external city portal sets
- Four(+) free biome adjustments (Extra five available for 500c each)
- 325(+) passive mobcap
- Daily Quests NPC in city
- Bank NPC in city
- Auction House NPC in city
- Three(+) custom spawners (1000c each)
- Anti-Phantom region flag (50c)
- Tier 1 region flags (150c each)
- Tier 2 region flags (250c each)
We look forward to seeing what cities you create on CV8!

