Please note that this was an announcement post prior to the opening of the CV7 map, it is not a document that is updated. To see the current, up-to-date requirements for the various levels of player settlements, please see the individual requirement posts in their respective threads in the Player Builds/Projects section of the forums.
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🌟 Player Settlements
These are the new requirements for villages, towns, and cities going forward. For a breakdown of how things changed and why, please see our previous announcement here. We expect to have the town tutorial up and available in the coming weeks, but there are certainly things to work toward in the meantime. Happy building!
🌟 Village
(Borders may be marked with buoys rather than a wall if the border falls on open water)
• Village Hall
☑ Announcement/News Area
☑ Rules Listed
☑ Town Founders Listed
• Village Center
☑ Central Location
☑ Village Connections
☑ Directions Posted
• Wall
☑ Height - 3 Blocks
☑ Lights/Mob-Safe
☑ Fully Encloses Village
• Farms
☑ Decently sized - Farms must be at least 10x10.
☑ Variety - At least 2 types of food for your village.
• Player Builds
☑ At least 3 founder homes
☑ At least 1 member home
• Lighting
☑ The enclosed area must be well lit and mob free
🌟 Town
(Village requirements must be actively being met)
• Attained Village Status
☑ You must already have Village to apply for Town.
☑ Village requirements must be being actively met.
☑ The mayor and at least 2 other founders must be active.
• Completed Town Quest (Available Very Soon)
☑ The Mayor and at least 1 other founder must have completed the town quest.
• Town Design
☑ Towns do not need to have a set theme, (although it can help,) but the town should be obviously unified and coordinated to some degree.
• Portal Location
☑ Portal location should include nearby, visible directions for arrivals
• Food Farms
☑ Must include at least 5 different food types: plant, animal or a combination.
☑ Must include at least 3 different types of crop, crop farms must be a minimum of a 20x20 block area equivalent.
☑ If animal farms are included in the food farms, they must be able to produce a reasonable amount of that food type for the size of the town.
• Commodities
☑ Must include at least 2 other type of farm. Examples include mob grinder, xp farm, wool farm, guardian farm, facilitated mining, etc.
• Amenities
☑ Must include at least 2 active and reasonably stocked shops selling at least a small variety of materials each.
☑ Must include at least 2 other town attractions. Examples include games, decorated parks, beachfront development, or things like bounce houses, pools, or unique, decent quality builds.
• Members & Plots
☑ Must have at least 5 members who have been active in the last 6 months.
☑ Must have at least 5 shop plots. This can include shop plots that are already filled, but there must be a minimum of 2 available shop plots to allow growth. (If you have 5 shop plots already filled, you will still need at least another 2 up for sale.)
☑ Must have at least 10 residential plots. This can include residential plots that are already filled, but there must be a minimum of 5 available residential plots for new members. (If you have 10 member plots already filled, you will still need at least another 5 up for sale.)
• Surrounding Area
☑ The surrounding area should be well lit to 25 blocks out to prevent most mob spawn and free of hazards.
• Layout and Ease of Movement
☑ Required builds should have main road or otherwise reasonable access.
☑ Directions must be posted not only at the Town Center but also at other major intersections and gates as needed to facilitate fair town navigability.
Town Perks:
- A free portal from hub to one location in the town.
- One town biome adjustment, free of charge, excluding mushroom biome.
🌟 City
(Town requirements must be actively being met)
City Design (15 points)
How good is the overall design of the city structures? Are there any impressive builds or concepts, or builds or ideas that are unique to this map? Unique or impressive qualifiers should not just be 'nice', but really stand out in their quality or ingenuity. Is there a theme being followed and, if so, how well does it work out? Is the city neat, pleasing to the eye, generally attractive?
Layout and Ease of Movement (15 points)
How well are the roads, plots and builds laid out? Are there clear directions or other means to help you navigate the city? Does the layout make sense for accessibility and usage?
Commodities and Amenities (15 points)
Are there a good variety of resources available? How is the quality of the farms? Are there sufficient farms beyond the usual crop and animal farms? How do these resources impact the quality of the city for players living there? These should exceed Town requirements.
Sustainability (15 points)
Are there enough residential and commercial plots available to sustain the city and allow growth? Are there enough animals and crops for the size of the city? Are other amenities enough that a player does not consistently have to visit other towns or cities for their basic needs? Is is already active as a town?
Surrounding Area (10 points)
The surrounding area should be well lit to 50 blocks out to prevent most mob spawn and free of hazards as a minimum. The area around a city must also look decent. For high marks here the area should be nicely landscaped and the natural terrain should be properly blended to the city so it doesn't look slapped in place without regard to the surrounding landscape.
City Wall (10 points)
Are the city wall and gates sufficient to allow players access without letting in all the brain eating zombies? Is the wall pleasing to the eye and in keeping with the city theme? Is it safe? Is it functional?
City Portals (5 points)
Most people who visit your city will be arriving via portal. How impressive is your portal entrance? How well situated is it to provide access to your town? It doesn't need to be central, but where players should go from there to learn about and utilize your city should be clear, and the area should be attractive. Make that first impression count.
City Entry (5 points)
You should have at least one other grand entry to your city than the portal - This can be by land or sea. As with the portal entrance, make sure incoming players have clear direction.
Elytra Accommodation (5 points)
Elytra travel is standard for most players, and elytra platforms are expected in cities. Make it easy for players to make use of their elytra without burning all their rockets to get up there. This should be not only functional but look good as well, and provides an excellent opportunity for a scenic view of your city.
Basic Needs Conveniently Covered (5 points)
Are there enough expected provisions available such as crafting tables, anvils, enchanting table, public shulker spots, etc. to meet players needs without having to leave?
Quality City Perks (75%+):
- One free internal city portal set (Both ends of the portal must be within the city.)
- Two additional internal city portal sets available for purchase at 750c per set.
- One biome adjustment, free of charge.
- Additional biome adjustments may be purchased at 500c per adjustment.
- Portal Relocations can be purchased at a cost of 250c per set.
- Tier 1 region flags may be purchased for 150 cubes each.
- Tier 2 region flags may be purchased fro 250 cubes each.
Premium City Perks (90%+):
- Three free internal city portal sets (Both ends of the portal must be within the city.)
- Two additional city portal sets available for purchase at 750c per set.
- One biome adjustment, free of charge.
- Additional biome adjustments may be purchased at 500c per adjustment.
- Particles added to hub portal, free of charge
- Portal Relocations can be purchased at a cost of 250c per set.
- Tier 1 region flags may be purchased for 100 cubes each.
- Tier 2 region flags may be purchased fro 200 cubes each.
* Regions for biome changes must be marked out in advance by the applying city, and a founder may need to be present to identify region point locations and order.
* Region flags may be applied to up to 3 different regions within your city at the time of purchase.
Tier 1 Region Flags:
coral-fade, crop-growth, farewell-title, frosted-ice-form, frosted-ice-melt, grass-growth, greeting-title, ice-form, ice-melt, leaf-decay, mushroom-growth, mycelium-spread, snow-fall, snowman-trails, snow-melt, soil-dry, vine-growth
Tier 2 Region Flags:
time-lock, weather-lock, mob-spawning, fall-damage, enderpearl
CV7: Village, Town and City Requirements
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