The World page contains the planet and live game systems.
CIVCOIN WORLDONE WORLD · CRYPTO COINLIZATIONSALPHACivCoin World Manual
A factual reference to the current game rules. It explains what systems do and what actions change; it does not recommend a strategy.
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Getting started
CivCoin World is a browser strategy World built around Coinlizations. A player enters as a Civitor, connects a wallet, joins or helps found a Coinlization, participates in Council decisions and contributes to development, research, expansion and battles. An eligible player can activate a separate CivPass identity through the configured CIV holding qualification or permanent CIV burn when available. Neither route changes gameplay power.
This page documents current rules without ranking strategies.
Official CivCoin, vault and community links live in one place.
World & seasons
A normal season lasts a maximum of 14 days. Early Winning Conditions can become available from Day 5. If no standalone Winning Condition ends the World first, the Day 14 resolution uses the configured Victory Score system.
The planet contains fixed World seats, neutral land, oceans, strategic sites, resource hotspots and polar ice. The polar caps are non-playable geography.
Founding, World Gate & World Entry
Launching a Coinlization: a normal community launch requires $20 of verified funding and 1–3 verified founders. Three founders can activate immediately once funding is complete. After 24 hours from launch creation, one or two founders are enough. The creator must be among the eligible signers. Only eligible signers at activation receive founding status; later members do not. Funding and founder signatures are separate requirements.
World #1 · The Founding: a Coinlization is World-ready with a verified token identity, at least 3 active verified wallets and at least 200 Gate Score. Once 10 are ready, the 12-hour Founding Gate can open. Qualified communities receive the shared Civital setup window before World #1 starts together.
Mid-World Entry: Entry closes on Day 5. A challenger needs at least 300 Gate Score and 3 active verified wallets. Safe vacant seats are used before takeover. If the map is full, only an AT RISK incumbent can be challenged: the current World Top 10 are always SAFE, and only the bottom up to 10 can be AT RISK when they have fewer than 3 active verified Civizens in the previous 24 hours. The challenger must beat the incumbent's live Gate Score by at least 15%.
A takeover commits only if the entrant can be guaranteed a legal inherited Civital establishment zone. The seat and territory transfer first; the entrant then receives up to 3 hours of protected Civital establishment. It does not receive an instant Civital at entry. If the protected position cannot be guaranteed, the takeover is rejected and the incumbent keeps the seat.
Civitors, Civizens & Coinlizations
Civitors are ordinary players. Civizens are Civitors with an active CivPass qualified through the configured CIV holding route or permanent burn route. Both compete under exactly the same World rules: citizenship never creates battle, Council, research, Treasury or Victory Score power. Coinlizations are player communities competing on the same World.
Coinlization membership and gameplay eligibility use the configured account and wallet rules. CivPass is a separate persistent identity layer for World history, CivMarks, CivSeals, earned personal Relics and future Real World governance. CivID is the parallel community passport for a token-linked Coinlization: one permanent number, earned Memory Seals and approved provenance across Worlds.
CivPass · Your Relic collection
Every earned Relic preserves a personal achievement across Worlds. There are 28 Relic families; some represent special victories, others track milestones or repeating recorded activity. No Relic or cosmetic changes battle power, Council votes, resources or Victory Score. Relics are not transferable.
Using your collection: Your featured Relic appears first, with up to three more personal highlights. Open View details to see the source evidence, all earned copies, rarity, Mastery and display options. The complete Relic Archive, Collection Sets and display settings are under Explore collection, Mastery & display settings. If your CivPass is not active yet, you can browse sample catalog Relics and their unlock requirements; these are not owned rewards.
How you earn Relics
Achievements are awarded from verified completed Worlds and qualifying milestones: World participation (1, 5, 10, 25 and 50), CivSeals (1, 3, 10 and 25), repeated wins and preserved battle, Council and mission CivMarks. Founding Spark is historically one-time. Seasonal Championship, battle and Council editions are tied to the actual recorded World; reloading never creates another edition.
Rarity & Mastery
Five repeatable luck families — World Witness, Civic Witness, War Veteran, Council Keeper and World Operator — receive an independent permanent rarity with each separate qualifying event: 65% Bronze, 25% Silver, 9% Gold, 1% Eternal. Other historical or milestone Relics use the documented fixed rarity. Rarity cannot be rerolled by payment, Reveal, refreshing or viewing a public profile. Your highest owned rarity is displayed without losing the other copies.
For repeatable families, Mastery reflects the number of documented copies: 1 = Initiate, 3 = Veteran, 5 = Elite and 10 = Legend. Mastery does not upgrade rarity or provide gameplay advantages. The Reveal button replays the already-earned copy; it does not grant a new one.
Showcase & Collection Sets
Owners may feature a Relic and choose up to three different earned families for their Trophy Showcase. Public CivPass display is optional. Four sets — World Wanderers, Iron Chronicles, Civic Legacy and World Sovereigns — unlock distinct optional CivPass themes when every required Relic has been earned. The set preview shows the themed profile card before selection. A locked set cannot be equipped. Old crafted Legacy Frames remain usable for owners, but Echoes and Relic Forge are discontinued; you cannot craft more frames.
Verified rarity counts
Global rarity statistics are exact source-derived snapshots, not current market statistics. They may update about every ten minutes and show the last count time in UTC. When a player's verified Relic is newer than the snapshot, the view says Rarity data updating rather than claiming zero copies. If safe counts are unavailable, the global totals are omitted. Each original source and rarity remains unchanged.
CivID · Memory Seals
CivID establishment price: 400,000 CIV during Alpha, or 500,000 CIV after Alpha. The 20% Alpha discount is calculated from the normal price, and the live verified checkout determines which price applies. The payment itself gives no Council, World or ownership advantage.
CivID is a permanent community identity, separate from personal CivPass. A Coinlization can preserve a new real achievement each World as a Memory Seal — without changing who originally earned it. An eligible Championship, Civital Siege or Legacy Landmark becomes an unsealed candidate. The Hub shows the World, date, event and recorded participants when available. Only the authorised community leader can seal a candidate.
Sealed memories appear on the public CivID: one featured moment, up to two additional highlights and an archive of up to 50 recent records. Select View details to inspect the achievement type, rarity, participants (only public CivPass names where consent exists), and recorded World history. Older sealed records remain stored.
Rarity is earned, not bought
The 11 visual variants come from three sources: one Championship, two Siege outcomes (capture/defense), and eight Landmark styles (Monument, Forest, Mountain, Bridge, Harbour, City District, Battle Memorial, Champion Monument). A Championship is always Gold · Champion. Other eligible Siege and Landmark memories receive source-fixed cosmetic rarity of 65% Bronze, 25% Silver, 9% Gold or 1% Eternal. Payment neither chooses nor rerolls rarity. An eligible event can be sealed only once.
Preserving an event
The community must have an active CivID and complete the existing Memory Seal checkout and server verification for each new event. The fee and any current Alpha discount are shown by the live checkout; the checkout settings remain the authority. Amounts allocated to buyback or burn are not reported as actually burned until independently verified on chain. Seal purchases give no World advantage.
Civlands & Civitals
Civlands are controlled land sectors. A Civital is the Coinlization capital. Ordinary land claims take 20 minutes; valid naval/coastal claims take 40 minutes before acceleration. Claims occupy Development Slots while active. A displaced Coinlization has 3 hours to re-establish safely. If it owns no Civlands and no safe neutral refuge exists when that deadline expires, it is eliminated from the current World rather than receiving rival land for free; its community identity and permanent Legacy remain for the next World Gate.
A disconnected Civland keeps ownership, but local Council support and battle/mission effects operate at 50%. Land expansion from an isolated pocket is blocked until supply is restored.
Resources & Treasury
The strategic resources are Wood, Stone, Energy and Gold. Terrain provides native yield, but raw Civland production has smooth marginal diminishing returns as a Coinlization grows: Civlands 1-40 contribute at 100%, 41-80 at 75%, 81-150 at 50% and territory beyond 150 at 25%. The game blends those bands into one faction-wide raw-territory efficiency, so crossing a threshold never causes production to drop.
Resource Extractor output, resource hotspots and World Site bonuses are not reduced by raw-territory diminishing returns. This makes industrializing valuable Civlands more important than simply owning more map area. Treasury is the shared Coinlization project currency used by construction, research and other Coinlization actions. Markets, Treasuries, Civitals and other structures can affect Treasury production or conversion.
Idea Pool, Council & Command Votes
Build, upgrade and research actions begin in the Idea Pool. An Idea must remain open for at least 15 minutes and receive a dynamic number of unique backers based on active Civizens. Exact duplicate Ideas merge into one shared Idea; different buildings on the same Civland remain separate choices. An unqualified Idea expires after 60 minutes.
Qualified Ideas become Council Candidates. The base Council cadence is 45 minutes before research speed or special effects. Civizens can commit Command Votes to Support or Oppose a normal build, upgrade or research decision. Support must finish strictly above Against; a tie is rejected. Only proposals that survive opposition and meet their mandate compete for the available Development or Research Slots. If fewer proposals are approved than there are slots, the unused slots stay empty.
Council cards show the project cost, slot type and relevant World impact such as Sustainment gained from a Farm. Approved work starts immediately when a Development/Research Slot is free, otherwise it waits in the queue. Fair scaling: each Civizen may create one active build/research Idea at a time. More members create more possible ideas and coordination, but never more construction or research slots. War orders keep their separate fast rally thresholds.
Development
Claims, construction and upgrades share 3 base Development Slots. Research can modify the available slot count. Development Push can accelerate active claims or construction, with a normal construction acceleration cap of 15% and claim acceleration cap of 25%.
Development Push consumes Command Energy. Each phase asks you to route the correct crew and hit a moving coordination window. A failed attempt can consume Energy without reducing the timer.
Research
The current tree contains 42 breakthroughs across 7 branches: Warfare, Industry, Science, Logistics, Governance, Intelligence and Navigation. Research begins with one active slot; Academy II can open the second slot, up to the configured cap of 2.
Tier-II doctrines create specialization choices. The alternative doctrine remains available later with increased cost/time. Tier III and Tier IV nodes also require broad development across multiple branches.
Supply, logistics & naval movement
Supply is traced through controlled territory and supply infrastructure. Farms create Sustainment capacity; Supply Depots distribute support and can extend forward operations. Harbours require Coastal Navigation and later Research unlocks amphibious attacks, trade and overseas supply.
Blue-Water Navigation is the Navigation capstone and opens the maximum long-range sea capability. Water sectors are not ordinary ownable Civlands.
Battles & Civital sieges
A standard battle lasts 3 hours. A Civital Siege lasts 6 hours. Battle outcome uses effective attack and defence after opening support, active reinforcement, supply, terrain/buildings, research and other local modifiers.
Overextension logistics can delay when attacker reinforcements and Frontline actions open after mobilization. The battle end time does not move, while defenders can respond as soon as mobilization ends. Strategic Mobility can reduce this attacker delay.
Command Votes storage: new Votes from passive income and missions stop at 500. Existing balances above 500 are retained, but cannot grow until spent below the cap.
Active Contributors are unique players who actually commit Command Votes or complete Frontline for that battle. Membership/headcount alone opens no reinforcement capacity. More active contributors increase Reinforcement Capacity with diminishing returns rather than multiplying power linearly.
The War Room displays the current projected holder/capture outcome. Civital sieges additionally describe displacement, relocation and any applicable Treasury-raid protection.
Intelligence
Public map information such as ownership, visible structures and structure levels remains visible. Intelligence Research improves the quality of operational estimates: supply, readiness, nearby activity and strategic warnings. Counter Intelligence reduces the precision of rival advanced estimates; it does not hide public map objects.
Winning Conditions
CivCoin World has standalone paths under Domination, Prosperity and Innovation. Each path has its own threshold and hold/countdown conditions. The in-game Winning Conditions panel is the authoritative live view of current progress, breaks and countdown state.
Great Project construction is unlocked by research, infrastructure and Council progression rather than an artificial build-day gate. If a Grand Exchange or World Beacon is completed early, its victory countdown still cannot activate until the relevant victory category unlocks. A completed eligible path can end the World before the normal season maximum.
Wallets, Coinlization tokens & CivCoin
Wallet connection identifies a player and can verify token-community membership where a Coinlization uses a linked asset. Coinlization tokens identify communities; the neutral CivCoin World token is infrastructure for the wider World economy and is not a playable Coinlization.
Holding, trading, donating or burning the neutral World token never grants gameplay power. CivID and World Memory utilities preserve identity/history only; earned achievements cannot be bought. Official token, contract and vault information is published on the World Hub. The public economic model is documented on the Tokenomics page, while planned product milestones live on the Roadmap.
World Pool · Current Alpha rules
No real prize claims are available in Alpha. World participation, wins and points during Alpha do not create a payable reward. Test Mode simulations and balances shown on public wallets do not establish individual entitlements or authorise payouts.
World Pool and World Vault are separate. The dedicated World Pool is intended to hold prize funds in canonical USDC on Solana. The public wallet balance is only an observed operator-controlled balance, not a guaranteed, locked or allocated prize. The World Vault supports future Real World Tile projects; it is not the World Pool and does not fund automatic World-winning rewards.
The Project Reserve is a different policy. The proposed 10% CIV reserve (5% Development, 3% World Vault / Real World and 2% Community) is a target for public-market purchases, not a free token allocation or a balance already owned. These percentages refer to total CIV supply, not USDC World Pool balances or fee routing. See Tokenomics for the public launch and reserve policy.
Ending Alpha by itself does not enable payouts. No one should send funds to an unofficial claim address. Separate funding verification, eligibility and allocation rules, approved voting and a tested claim system must be published and enabled first.
World Pool · Future proposal, not live rewards
Proposed only: Prize-enabled Worlds would require verified, separately allocated USDC funds before opening claims. The proposed distribution is 50% to the winning community, 25% to top contributors across communities, 20% to qualified active participants, and 5% to Legacy achievements. Sponsorship events remain outside that pool.
The proposed winning-community share would require a member vote between an approved public Treasury address, a verified Buy & Burn of the winning community token, and an approved upgrade project for a Real World Tile already earned by that Coinlization. A leader could not redirect the share alone. Multiple participant categories would be combined into one claim per World, with no paid shortcuts or wallet-only qualification.
Not yet implemented as a live payout program. Final activity thresholds, funding verification, snapshots, voting, review and expiry rules must be published and the required contracts and verifiers tested before launch. Any future claim will remain disabled until these requirements are met.
Real World Tile Games
The Real World Era uses a separate eligibility rule from ordinary World victories. A Coinlization can enter a Real World Tile Game when it has at least one Champion Dynasty Site at Level 5 showing ANCHOR · AVAILABLE. Previous World-win count, Legacy XP, community size and CIV holdings do not add score or competitive advantage in the Claim Game.
When a physical Real World Tile is available, CivCoin World can announce a dedicated Real World Tile Game. Eligible Coinlizations are snapshotted at the start. The game winner earns an in-game Civtile Legacy record linked to the reserved Level-5 Dynasty anchor. Any real-world rights, physical project or handover must be separately defined, funded, verified and legally documented; the game record alone transfers no deed or property. There is no 55/35/10 weighting, Legacy-score bonus or paid shortcut: the game winner wins the tile.
A Coinlization that wins a Real World Tile must sit out the immediately following Real World Tile Game, even if it has another Dynasty Site showing ANCHOR · AVAILABLE. After that one Claim round, it can enter again if an available Level-5 anchor still exists.
Alpha lock: the game can track Dynasty anchors and simulate Claim rounds in Test Mode, but live physical awards remain disabled during Alpha. A Real World Tile is a CivCoin World Legacy recognition and does not by itself create a deed, equity, rent, yield or guaranteed legal ownership. Any physical execution remains subject to verified funding, location, feasibility and legal structure.
Tile projects and net profit: Communities can propose uses and upgrades suited to their earned tile, subject to permissions, budget and feasibility. The planned allocation of positive net profit after operating costs, maintenance, taxes and other documented expenses is 50% to the winning community (community-token buyback/burn, an approved Treasury or further tile upgrades, as its governance decides), 25% to the shared reward pool, 15% to $CIV buyback and burn, and 10% to development. This is separate from World prize and payment-fee splits; no profit means no allocation. Live profit distributions and the tile-upgrade prize option are not yet enabled.
Building reference
This table is generated from the same building catalog used by the game.
| Building | Max L | Base cost | Current effect / rules |
|---|---|---|---|
| CivitalCAPITAL | 5 | 260 Treasury · Wood 10 · Stone 25 · Energy 5 · Gold 5 | Heart of the Coinlization. +5 Treasury/hour per level. Higher levels add +4 Sustainment capacity. Local Civital Ring defense; only one Civital exists. |
| FarmFARM | 4 | 100 Treasury · Wood 20 · Stone 5 | Growth backbone. Each level adds +12 Sustainment capacity. Farms support more Civlands and simultaneous wars; they no longer print personal Credits. |
| ForumFORUM | 4 | 150 Treasury · Wood 20 · Stone 10 · Gold 5 | Unique civic center. Grants an active verified player a daily Civic Reserve of +3 Votes per level (max +12/day) instead of hourly Vote printing. |
| AcademyACADEMY | 2 | 200 Treasury · Stone 20 · Energy 15 · Gold 8 | Unique knowledge center. Level I unlocks Tier II doctrine research. Level II requires two completed Tier-II doctrines from two different branches, opens Tier III/Tier IV research and a second parallel research slot. Academies improve research; they no longer print per-member Influence. |
| MarketMARKET | 5 | 180 Treasury · Wood 20 · Stone 5 · Gold 12 | +8 Treasury/hour per level. The third Market requires Market Standards. Markets also improve the 10 Credits → 1 Treasury donation conversion by +2% per level, capped faction-wide. |
| HarbourHARBOUR | 3 | 360 Treasury · Wood 55 · Stone 30 · Energy 20 · Gold 20 | Coastal naval hub. Requires Coastal Navigation. +4 Treasury/hour per level and enables sea expeditions, amphibious warfare, trade routes and later sea logistics. · Research: Coastal Navigation |
| BarracksBARRACKS | 5 | 220 Treasury · Wood 25 · Stone 25 · Gold 5 | +6% attack per level for battles on adjacent sectors. No global attack bonus. |
| WallsWALLS | 5 | 150 Treasury · Wood 10 · Stone 30 | Cheap front-line defense: +10% defense per level on this sector and +3% per level to adjacent friendly sectors. |
| Signal TowerSIGNAL_TOWER | 4 | 300 Treasury · Wood 10 · Stone 15 · Energy 35 · Gold 5 | Offensive coordination within 2 sectors: +3% attack and +4 percentage points to the Frontline support cap per level. It does not add local defense. |
| FortressFORTRESS | 3 | 550 Treasury · Wood 20 · Stone 90 · Energy 20 · Gold 20 | Limited heavy strongpoint. Requires Fortification Engineering. +18% defense per level here and +6% per level to adjacent friendly sectors. · Research: Fortification Engineering |
| Supply DepotSUPPLY_DEPOT | 3 | 260 Treasury · Wood 40 · Stone 15 · Energy 10 · Gold 5 | Distributes, but does not create, supplies. +3% attack and -2 Influence attack cost per level within 2 sectors. A supplied FOB needs a connected Depot within 4 sectors; Farms create Sustainment capacity. · Research: Organized Supply |
| Resource ExtractorRESOURCE_EXTRACTOR | 3 | 110 Treasury · Wood 10 · Stone 10 · Energy 5 | Industrializes this terrain only: +100% of its native resource yield per level. Raw territory gives only a small trickle, so extractors create the real resource engine. |
| Watchtower / RadarWATCHTOWER | 4 | 260 Treasury · Wood 20 · Stone 20 · Energy 25 · Gold 5 | Defensive recon within 2 sectors: +5% defense and +1 percentage point to the Frontline support cap per level. It never increases attack. |
| Forward Operating BaseFORWARD_BASE | 3 | 450 Treasury · Wood 45 · Stone 45 · Energy 30 · Gold 15 | Requires Forward Command and an active supply line. When supplied, projects attacks to range 2 and gives +4% local attack per level. · Research: Forward Command |
| TreasuryTREASURY | 5 | 450 Treasury · Stone 40 · Gold 55 | Unique finance structure. Reserve Banking unlocks levels I-II, Advanced Markets unlocks III-IV and World Commerce unlocks V. +15 Treasury/hour per level and protects 10% of Civital-raid loot per level (max 50%). · Research: Reserve Banking |
| Grand ExchangeGRAND_EXCHANGE | 3 | 800 Treasury · Wood 200 · Stone 250 | PROSPERITY GREAT PROJECT · Three stages. Requires World Commerce, 3 Markets, 2 Resource Extractors and at least one upgraded economic structure. Construction is progression-gated, not day-gated; victory activation still waits for the Prosperity category unlock. · Research: World Commerce |
| World BeaconWORLD_BEACON | 3 | 700 Treasury · Wood 80 · Stone 180 · Energy 120 · Gold 40 | INNOVATION GREAT PROJECT · Three stages. Requires Quantum Architecture, Academy II, broad research development, an Ancient Observatory and a secure Civital. Construction is progression-gated, not day-gated; victory activation still waits for the Innovation category unlock. · Research: Quantum Architecture |
| Grand ArenaGRAND_ARENA | 1 | 900 Treasury · Wood 60 · Stone 120 · Energy 80 · Gold 100 | WORLD WONDER · +8% global attack. It no longer prints per-member Influence. · Research: Siege Doctrine |
| Broadcast SpireBROADCAST_SPIRE | 1 | 850 Treasury · Wood 40 · Stone 80 · Energy 150 · Gold 80 | WORLD WONDER · +4% global attack/defense. It no longer prints per-member Votes. · Research: Public Networks |
| Great LibraryGREAT_LIBRARY | 1 | 900 Treasury · Wood 80 · Stone 100 · Energy 100 · Gold 50 | WORLD WONDER · +12% global resource production. It no longer prints per-member Influence. · Research: Advanced Materials |
| World BankWORLD_BANK | 1 | 1,000 Treasury · Wood 50 · Stone 100 · Energy 40 · Gold 180 | WORLD WONDER · +35 Treasury/hour and +8% global Treasury production. · Research: World Commerce |
| Unity HallUNITY_HALL | 1 | 850 Treasury · Wood 120 · Stone 80 · Energy 40 · Gold 80 | WORLD WONDER · +8% global defense and -10% expansion cost. It no longer prints per-member Influence. · Research: World Governance |
Research reference
This table is generated from the current Research catalog.
| Breakthrough | Base funding / time | Effect | Prerequisite |
|---|---|---|---|
| Standing ForcesWARFARE · T1 | 260 Treasury · 6h | Professionalize the war machine. Unlocks advanced Barracks training and establishes the Warfare doctrine tree. | Foundation / tier rules |
| Fortification EngineeringWARFARE · T2 | 520 Treasury · 18h | DEFENSIVE DOCTRINE · Unlock Fortresses and advanced Walls. | Standing Forces |
| Combined ArmsWARFARE · T2 | 540 Treasury · 18h | OFFENSIVE DOCTRINE · +8 percentage points to the attacking Frontline cap. Coordinated Assault grants +8% battle effectiveness when at least two capital-connected friendly Civlands approach the target. | Standing Forces |
| Siege DoctrineWARFARE · T3 | 980 Treasury · 36h | Specialized siege command. Civital sieges gain +12% combat effectiveness and cost less Influence to declare. | Fortification Engineering |
| Forward CommandWARFARE · T3 | 940 Treasury · 36h | Unlock Forward Operating Bases and extend the supply radius supporting them. | Combined Arms |
| Supreme CommandWARFARE · T4 | 1,800 Treasury · 84h | WARFARE CAPSTONE · Sustain one additional simultaneous offensive battle. | one of Siege Doctrine · one of Forward Command |
| Market StandardsINDUSTRY · T1 | 240 Treasury · 6h | Standardize commerce. Unlocks advanced Market upgrades and the Industry doctrine tree. | Foundation / tier rules |
| Industrial ExtractionINDUSTRY · T2 | 500 Treasury · 18h | EXTRACTION DOCTRINE · Unlock Resource Extractor level II. | Market Standards |
| Reserve BankingINDUSTRY · T2 | 520 Treasury · 18h | FINANCE DOCTRINE · Unlock Treasury levels I-II. Advanced Markets unlocks III-IV; World Commerce unlocks V. | Market Standards |
| Mechanized IndustryINDUSTRY · T3 | 1,000 Treasury · 36h | Unlock Resource Extractor level III and complete ordinary construction 10% faster. | Industrial Extraction |
| Advanced MarketsINDUSTRY · T3 | 1,020 Treasury · 36h | Unlock Market level IV, Treasury levels III-IV and expand the value of established naval trade routes. | Reserve Banking |
| World CommerceINDUSTRY · T4 | 1,900 Treasury · 84h | INDUSTRY CAPSTONE · Unlock Market V, Treasury V, the World Bank and the Grand Exchange victory project. | one of Mechanized Industry · one of Advanced Markets |
| Scientific MethodSCIENCE · T1 | 280 Treasury · 6h | Formalize research, open the Science doctrine tree and improve research speed by 2%. | Foundation / tier rules |
| Theoretical ModelsSCIENCE · T2 | 560 Treasury · 18h | THEORETICAL DOCTRINE · Research completes 3% faster. | Scientific Method |
| Applied EngineeringSCIENCE · T2 | 560 Treasury · 18h | APPLIED DOCTRINE · Ordinary construction projects use 8% fewer communal resources. | Scientific Method |
| Systems ScienceSCIENCE · T3 | 1,060 Treasury · 36h | Deep systems modelling improves research speed by another 4%. | Theoretical Models |
| Advanced MaterialsSCIENCE · T3 | 1,080 Treasury · 36h | Advanced fabrication gives ordinary construction another 4% resource discount and 10% faster completion, and unlocks high-end material projects. | Applied Engineering |
| Quantum ArchitectureSCIENCE · T4 | 2,100 Treasury · 84h | SCIENCE CAPSTONE · Unlock the World Beacon and the deepest Innovation endgame technology. | one of Systems Science · one of Advanced Materials |
| Organized SupplyLOGISTICS · T1 | 220 Treasury · 6h | Unlock Supply Depots and formalize the logistics network. | Foundation / tier rules |
| Frontier EngineeringLOGISTICS · T2 | 480 Treasury · 18h | FRONTIER DOCTRINE · Neutral Civland expansion costs 15% fewer Credits and full-rate expansion throughput is 25% higher. | Organized Supply |
| Supply NetworksLOGISTICS · T2 | 500 Treasury · 18h | SUPPLY DOCTRINE · +10 Sustainment and +1 FOB support range. | Organized Supply |
| Strategic MobilityLOGISTICS · T3 | 940 Treasury · 36h | Reduce long-front reinforcement delay by 35% and attack declarations by 1 Influence. | Frontier Engineering |
| Operational LogisticsLOGISTICS · T3 | 980 Treasury · 36h | +15 Sustainment and +2 additional FOB support range. | Supply Networks |
| Planetary LogisticsLOGISTICS · T4 | 1,850 Treasury · 84h | LOGISTICS CAPSTONE · +20 Sustainment, +2 FOB support range and -15% territorial administration upkeep for multi-front empires. | one of Strategic Mobility · one of Operational Logistics |
| Civic ForumsGOVERNANCE · T1 | 230 Treasury · 6h | Formalize Council procedure. Faction project proposals cost 1 less Influence. | Foundation / tier rules |
| Public NetworksGOVERNANCE · T2 | 500 Treasury · 18h | DELIBERATION DOCTRINE · Council rounds resolve 15% faster. | Civic Forums |
| Administrative ReformGOVERNANCE · T2 | 500 Treasury · 18h | ADMINISTRATION DOCTRINE · Unlock advanced Forum administration and cheaper project proposals. | Civic Forums |
| Rapid DeliberationGOVERNANCE · T3 | 920 Treasury · 36h | Unlock Emergency Session: once every 6 hours, a Council proposal that is currently PASSING NOW can be forced to resolve in 15 minutes. | Public Networks |
| Administrative CapacityGOVERNANCE · T3 | 980 Treasury · 36h | The Council can sustain one additional simultaneous construction project. | Administrative Reform |
| World GovernanceGOVERNANCE · T4 | 1,800 Treasury · 84h | GOVERNANCE CAPSTONE · Council administration is 10% faster, project proposals cost 1 less Influence, Emergency Session cooldown is reduced by 2 hours and empire upkeep is 10% lower. | one of Rapid Deliberation · one of Administrative Capacity |
| Field IntelligenceINTELLIGENCE · T1 | 250 Treasury · 6h | Establish an intelligence service. Rival Civland intel gains broad supply, readiness and activity assessments without hiding any public map information. | Foundation / tier rules |
| Recon NetworkINTELLIGENCE · T2 | 520 Treasury · 18h | RECON DOCTRINE · Improve operational estimates near rival fronts and extend intelligence analysis range. | Field Intelligence |
| Counter IntelligenceINTELLIGENCE · T2 | 520 Treasury · 18h | COUNTER-INTELLIGENCE DOCTRINE · Rival advanced estimates of your supply, readiness and activity become less precise. Public buildings, borders and map objects remain visible. | Field Intelligence |
| Deep ReconINTELLIGENCE · T3 | 990 Treasury · 36h | Turn visible map data into narrow operational estimates: rival supply bands, local readiness and nearby development activity become substantially more precise. | Recon Network |
| Signals IntelligenceINTELLIGENCE · T3 | 1,010 Treasury · 36h | Detect elevated coordination, military build-up and unusual operational activity around rival fronts without revealing exact private Council choices. Counter-intelligence strength also improves. | Counter Intelligence |
| World Intelligence NetworkINTELLIGENCE · T4 | 1,900 Treasury · 84h | INTELLIGENCE CAPSTONE · Activate a strategic intelligence overlay on the World map highlighting vulnerable fronts, supply pressure, military build-up and naval activity. Improves both analysis precision and counter-intelligence. No direct combat bonus. | one of Deep Recon · one of Signals Intelligence |
| Coastal NavigationNAVIGATION · T1 | 280 Treasury · 6h | Unlock Harbours and coastal expeditions. | Foundation / tier rules |
| Amphibious DoctrineNAVIGATION · T2 | 560 Treasury · 18h | MARINE DOCTRINE · Unlock amphibious attacks across connected water. | Coastal Navigation |
| Maritime CommerceNAVIGATION · T2 | 560 Treasury · 18h | TRADE DOCTRINE · Unlock Harbour-to-Harbour trade routes. | Coastal Navigation |
| Marine OperationsNAVIGATION · T3 | 1,040 Treasury · 36h | Extend amphibious operating range and reduce amphibious attack declaration cost. | Amphibious Doctrine |
| Oceanic LogisticsNAVIGATION · T3 | 1,060 Treasury · 36h | Unlock Harbour-to-Harbour overseas supply, allowing distant land components to reconnect to the Civital. | Maritime Commerce |
| Blue-Water NavigationNAVIGATION · T4 | 1,950 Treasury · 84h | NAVIGATION CAPSTONE · Unlock maximum 10-tile sea range for distant settlements, attacks and trade. | one of Marine Operations · one of Oceanic Logistics |
Glossary
- CivCoin
- The overarching brand and neutral World-token identity.
- CivCoin World
- The game and shared planet.
- Civitor
- A free player in CivCoin World. Gameplay remains fully available without CivCoin citizenship.
- Civizen
- A Civitor with an active CivPass, through the configured qualifying CIV holding period or permanent CIV burn. No additional gameplay power.
- Civarch
- An active Civizen with the higher CIV threshold plus enough earned CivSeals. Civarchs can vote with one vote per eligible CivPass in the separate non-gameplay Real World Assembly.
- CivPass
- The CivCoin World CivPass identity that carries a Civizen number, CivMarks, CivSeals and earned Relics across Worlds. Dormancy does not erase recorded World history.
- CivID Memory Seal
- A verified paid preservation of an earned Coinlization history event, with an immutable cosmetic rarity determined from the original achievement. The odds for eligible luck events are 65% Bronze, 25% Silver, 9% Gold and 1% Eternal; rarity is displayed before payment. One sealed memory can be featured and none are tradable.
- Relic Mastery
- Copy milestones for repeatable Relics, independent of rarity and without gameplay effects.
- Collection Set
- A group of earned personal Relics that unlocks an optional cosmetic CivPass theme.
- Trophy Showcase
- Up to three earned Relic families selected for display on a CivPass.
- CivPass Relic
- An automatically displayed cosmetic emblem backed by existing personal achievements. Some kinds can repeat with immutable random cosmetic rarity per verified source (65% Bronze, 25% Silver, 9% Gold, 1% Eternal). No purchase, trade or gameplay advantage.
- CivMark
- One canonical personal memory preserved from a World in which the Civizen actively participated.
- CivSeal
- Non-transferable proof of meaningful participation across multiple activity types in a World.
- World Pool
- A separate proposed USDC prize program on Solana. Real prize claims are closed during Alpha and until funding, eligibility, approval and payout controls are implemented and verified.
- Project Reserve
- A 10% CIV supply acquisition target through public markets, not a free token allocation or existing wallet holding. Separate from the World Pool and creator revenue splits.
- Civtile
- A Real World Tile Legacy record awarded to the Coinlization that wins a dedicated Real World Tile Game. It is linked to a Level-5 Dynasty anchor and does not by itself represent a deed, equity, rent or guaranteed legal ownership.
- Dynasty Anchor
- A Champion Dynasty Site at Level 5 can show ANCHOR · AVAILABLE. An available anchor makes the Coinlization eligible for a Real World Tile Game unless it is serving the one-round winner cooldown.
- Real World Tile Game
- A special Claim competition for one physical Real World Tile. Eligible Coinlizations enter on equal Claim eligibility; the game winner earns the tile, then sits out the next Claim round.
- Coinlization
- A player community/faction.
- Civland
- A land sector controlled or claimable in the World.
- Civital
- A Coinlization capital.
- Legacy
- Persistent history and progression that survives individual World seasons where the relevant system allows it.
- Prestige
- The public achievement score inside Coinlization Legacy. Championships weigh most; repeatable battle activity and community size use diminishing or milestone-only contributions. Prestige never adds gameplay power.