Marlim Posted December 28, 2023 Report Posted December 28, 2023 (edited) Atlas is a Civilization-style server where players create societies, shape territories, and drive history through conflict, cooperation, and trade. There are no set paths, only tools, systems, and consequences. Freedom exists, but so does responsibility. Everything built can be taken, defended, or lost. PVP and Diplomacy: With PVP always active and no specific rules, all outcomes, from alliances to war, depend entirely on player decisions and actions. Player-driven Economy: The economy is shaped entirely by players. With limited resources and valuable trade, those who negotiate and specialize can thrive. Philosophy: No rules, only incentives, discouraging unwanted behaviors instead of prohibiting them. RP is optional and completely organic. Team intervention is minimal by nature. Unique Features: Land Claiming has been replaced with an alternative form of protection, flags for offline protection, and vanilla reinforcement for protecting buildings. You are free to build, trade, defend, or even steal, all through in-game tools and systems. Proposal: Quote This tab presents the conceptual proposal for the Atlas Civ server. It is a public and official summary of the principles and decisions that define its operation. The text was written to clarify the concept behind the server and better guide those who participate or intend to participate. The full version, with technical justifications and more in-depth discussions, is recorded in internal documents. " The Atlas Civ Proposal Atlas Civ was born with a clear proposal: to create a server that functions as a living world, where the unfolding of events is a direct consequence of the actions and decisions of the players themselves — and not of rules, artificial events or centralized systems. To achieve this, it was necessary to make bold choices, often contrary to the common standard of Vintage Story servers. The first of these choices was to take control away from the team and give it to the players. There is no constant moderation, nor active day-to-day administration — only a technical base that keeps the world standing. This distance does not mean abandonment, but rather trust: the server was designed to function without invisible gears. When there are conflicts, disputes or collaborations, they are real, between people, without external interference. This requires maturity from the participants, but generates something rare: an organic community that self-regulates through incentives, not prohibitions. This philosophy is directly reflected in the mechanics. There are no traditional Land Claim systems. Instead, tools like the Bulwark mod, manual reinforcements, and locks create an environment where protecting something requires effort and vigilance — just like in the real world. This does not mean an absence of protection, but rather the replacement of an abstract system with a practical one. A locked, reinforced, and well-positioned castle can be as secure as any automatic claim — and much more immersive. The map is also a fundamental part of the proposal. With a reduced size (compared to conventional servers), it was designed to force proximity, increase risk, and turn territory into a valuable currency. The idea of “hiding forever” is no longer trivial; it becomes costly. Hiding requires planning, risk, and perhaps even giving up certain amenities. This makes the terrain itself something contested, loaded with strategic and political meaning. Seasons last a real week. This slowing down of time changes the players’ relationship with the world: crops gain value, seasons become relevant cycles for economic and territorial life, and the server’s longevity is reinforced. Instead of a fast-paced race for progress, an environment is created that rewards continuity, memory, and the building of legacies. Even what might seem like mere technical details, such as ground gravity and rock instability, play an important role. Unstable caves and collapsing terrain are not punishments: they are ways of forcing the player to respect the environment, to adapt, to plan. The game ceases to be just a collection of systems to “be overcome” and becomes closer to a living simulation. Building a tunnel, erecting a tower, or digging a mine becomes a technical and strategic choice, not just an aesthetic one. The economy also follows this principle. There is no automated trade system. Everything depends on direct negotiation, real scarcity, specialization, and the ability to create lasting relationships. Even changes such as adding nails and ropes to tools are not random — they increase the value of certain materials and force the emergence of new economic flows, from reed plantations to ore routes. Finally, it is important to talk about the maintenance model. The server is funded by donations, which means that its continuity depends on the community's appreciation. There is no pay-to-win, nor purchasable benefits. Supporting Atlas is supporting the idea of a server that tries to simulate a world, not just offer a playground." Inspirations: The Atlas idea didn't come out of nowhere. It's the result of time-tested ideas, rooted in: Old Minecraft Civilization servers – where politics, war, and diplomacy emerged naturally between players. Series like Game of Thrones – which depict a world where alliances, betrayals, and territory are part of an organic web of power. Strategy games like Civilization and Humankind – which explore the growth of societies under pressure from resources, neighbors, and difficult choices. Atlas Civ tries to capture that same energy, but in a lively, unscripted way, in a world inhabited by real people. Frequently Asked Questions: "Why does time pass more slowly?" To make the server more durable and to give importance to seasons and crops. Eras become relevant, and the pace favors larger constructions and seasonal conflicts. "Why not use traditional land claims?" Because this reduces the risk and importance of decisions. Atlas proposes a world where protecting means building smartly and defending truly. "Does the server have events organized by the team?" No. The idea is for players to create and organize their own narratives. The server needs to function without the team as a central gear. "What if someone breaks the rules?" There are no rules, only systems. The server is shaped by the players' own responses. We encourage emerging solutions. History: Quote The initial launch of the server in Vintage Story took place on July 1, 2023. The project gained significant attention for being one of the few with PvP functionality and adopting the civilizations theme. Mods such as Bulwark, Rusty Shell and Firearms developed during the server and became notable additions to Atlas. As interaction with the server progressed, claims were dropped in favor of the PvP element. The Atlas player count peaked at 24 simultaneous players, securing a place on the main server list and maintaining a consistent number of players online. Civilizations such as Coméria, Ylldrum, Hedgehogs, Atlachan and Daveahr flourished, while some declined early as was the case with Sylvan circle and others persevered until the end. The original development team consisted of a group of inexperienced developers. However, unforeseen circumstances arose within the group, leading the founder to make the difficult decision to restart the server and start again, armed with valuable lessons learned. During this challenging time, some team members have chosen to move on to other projects, and we wish them the best of luck in their future endeavors. Take a look at the player builds from the latest iteration: Spawn library: Hedgehogs tower: Image from Dave's followers: Sylvan circle village: Overall view over Atlachan: Cannons lined up on walls of Coméria: Coméria Armory: Others: Main Features: PVP Always On Voice Chat Support No Wipes Starter Kit Info: IP: (Discontinued) (Discontinued) (Discontinued) (Discontinued) 20 current slots (Expandable) Open roles: (Discontinued) Recommended for players 18+ — freedom, responsibility, consequence. Edited July 28, 2025 by Marlim 4 1
Marlim Posted June 15, 2025 Author Report Posted June 15, 2025 (edited) Saturday, June 21st, 2025, 15:30 BRT / 18:30 UTC The server will open on Saturday, June 21st. Until then, we'll be open to suggestions and a demo world will be available for testing and suggestions. The official launch event is scheduled on Discord, so if you're interested, come in and confirm your presence! Edited July 10, 2025 by Marlim 1
Marlim Posted June 17, 2025 Author Report Posted June 17, 2025 Open Demo A demo of Atlas is available for testing before the official opening. The goal is to check stability, identify any bugs, crashes, mod issues, or balance problems, and avoid last-minute surprises. This is not the official start, everything may be wiped. Anyone who wants to test or follow the development, feel free. IP: 198.73.57.155:25900 Discord: https://discord.gg/Z6WjVuwB5N
Marlim Posted June 21, 2025 Author Report Posted June 21, 2025 (edited) The Atlas Civilization is now open. After a long setup and testing process, the server is finally online. For those looking for a persistent world shaped by players, it's a good time to join. IP: 198.73.57.155:25900 Version: 1.20.12 Discord: https://discord.gg/3p4KdYzR79 Full modlist and details in the server post. If you run into any issues, help is available in the support channel. Edited July 10, 2025 by Marlim
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