
The Gameplan
Use this section of the site to find out more information about the game. Learn about our planned features, how they work, and how we plan to integrate them. Also, be sure to check out our wiki!
Core Systems
Welcome to the beta plan. We've heard hundreds of new ideas from our community, and are excited to have incorporated most of them into our final game design. Out game design is public, and this is where it starts!
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The Job System
What's a life simulator without jobs? Just like in real life, in the virtual world of Civil, you can pursue a
career!
Players are encouraged to get jobs; virtual occupations that allow them to contribute to
society. In return, they receive cash to buy things with. They also receive points that go to their
score; these points are called Karma.
Factions
Occupations are divided into factions; groups that all depend on each other to function. The Political Faction oversees finances, laws, and other important game facets that affect other factions. Certain factions distribute goods to other factions, and this keeps a balance in the economy. Without society being in balance, players might lose jobs or companies.
Getting a job
To get a job in Civil, all a player needs to do is visit the place they desire working for. If
the role is empty, they may take that job, depending on if they qualify for it (have sufficient karma).
Once employed, a player may promote up the ranks of their career, and potentially may start working as
executive staff! As an executive, the player may be able to command employees below them, change pay, and
tend to other executive level practices.

Player Items
An MMORPG needs gameplay items! In Civil, there are many different kinds of items players can have. To name them, categories include outfits, skins, identity banners, weapons, vehicles, pets, ammunition, cash stacks, food, houses, and other gameplay items.
Gameplay Items
It's easy to understand what purpose weapons, vehicles, and even outfits serve in Civil; but what are gameplay
items? Well,
gameplay items are various objects that are stored in the inventories of players that are meant to benefit them,
usually in regards
to jobs or quests.
For example, a criminal robbing a bank may need to build a bomb, a gameplay item, out of other gameplay items. A
farmer may need to plant
seeds, another type of gameplay item. These are simple things that benefit players in regards to the economy and
their tasks.
Cosmetic Items
We all love cosmetic items. Weapon skins, extraordinary outfits, car paints, and other unique things make us stand out as players! In the world of Civil, cosmetic items are everywhere. Cosmetic items, otherwise known as "skins," are unique modifications that change the way usable objects look. Using cosmetic items will give players no tactical gameplay or skill advantage, but exist to make players look more interesting.
Obtaining Items
Most items are obtained by purchase or trade. Items can also be obtained by finding or collecting them in the
world, looting them,
or creating them. Players can use cash, currency that comes from tasks, to purchase items from different stores. A
player may buy
food from a restaurant, a vehicle from the car lot, or a gun from the gun store. There are other stores that will
sell other types
of items, but that's the general idea.

The Economy
MMO Economies are usually incredibly complex, and the Civil Economy is following in these footsteps. This means we need a functional plan that will prevent the economy from rapid hyperinflation, will be secure, and can accurately balance measures.
Cash Flow
Where does in-game cash come from? Task Completion. When a player finishes a job or quest, they are always compensated with in-game cash. They can spend this cash on cosmetic items, which destroys the cash. Shopping in itself is a currency sink, however it does not prevent inflation at all. A player who has been playing for a year vs. a player who has been playing for a day has always had it easier than the new guy just because of the psychology of inflation.
Economy Control
An important system to control inflation will be manually balancing Economy Control Variables. As we update the game, these variables will serve as multipliers that control income and vendor pricing.
Cash Sinks
We can set up proper currency sinks easily, just like the real world. When you die, you pay medical bills; when you buy property, you pay taxes; when you buy items, you pay taxes; etc. There will be taxation and other realistic sinks that will negate hyperinflation.
Medical Bills
When a player dies, a small percentage of their net-worth is taken in the form of “medical bills.” Also, players will drop items (some cash included) upon death for other players to collect.
Taxes
Taxes will be taken from players regularly while they play the game. Property taxes for deed owners, income taxes for job holders, and others that will be addressed in the future of the game.
The Stock Market
An in-game stock market will serve as a way for players to gamble their money, while also supporting businesses
The Auction House
Some items (mostly just vehicles and outfits) are “rare.” This only means they cycle in and out of shops at a lower rate, making them more desirable for players who can afford them. This Auction House, which takes a seller fee, destroys rich players’ money, while giving them rare items in return, while also helping out sellers with the other percentage.
Security
Player information (including cash) is saved on dedicated server databases. Civil
automatically secures player transactions by informing the client on their balance instead
of storing the value in memory (the only value stored in client memory is the interface that displays the balance
itself).
This means players cannot use cheat tools to change their cash values, because by
exclusively storing their balance on the server means when they try to purchase an item
or their balance changes other ways, it will always treat it as if it's the number stored on the
server's database.

The Justice System
In a governed virtual society, gears don't turn without justice being in order. The judicial system polices citizens and serves to keep people on the "good" end of the karma pyramid!
Arresting Players
A Police Officer can arrest any player. The Court System may play into this
feature, as some players may be committing crimes that the system does not recognize. When
the system recognizes a crime (a crime-in-action), it will flag a criminal. Flagged criminals do
not go to court, they are already proven guilty and will go immediately to prison.
Players who are
not flagged for crime will be summoned to court, where the Judicial Faction will evaluate the
case. If the judge finds the player not guilty, the Police Officer will be demoted with a karma
loss. This system is in place to prevent officers from abusing the arrest system. Crime flagging
can be when an officer checks for a license and does not find one, or when a player commits an
obvious crime like robs a bank or murders someone in a non-karma free zone. Leeway depends
on what the Political Faction decides in regards to what laws constitute punishable offenses.
The Court System
The court system is based around false arrests, or if players file a case on their own. The Judicial Faction contains players like a Judge or Jury who will sit down with the pleading parties and decide on what actions to take.
False Arrest Cases
These are automatically assigned when a Police Officer arrests a non-flagged player. This usually happens when a player is no longer flagged for their crime or they have broken a player-created law that cannot be policed by the system. Sometimes, however, this happens when an officer is abusing his power. As a result, the Judicial Faction has a final say on what to do. The city pays for these cases.
Custom Cases
These are assigned when an attorney approaches the court and files a case for a client.
This can be against another player, and ends with financial compensation or arrest. The
reason can be over a broken law or a custom reason. The Judicial Faction has a final say
on what to do. The court takes fees, so this may impede heavily on certain players. Players
cannot file a custom case if they cannot afford the fees of the attorney or court.
If a case is already in session, the following cases will wait the case duration before
starting.
Laws are put in place by the Political System. The Judge deems what law was or was not
broken, and the Jury votes on his decision. The outcome is the final say, and will result in
financial restitution, a player's arrest, or a Police Officer's demotion. Once the outcome is made,
players are able to leave the courtroom (Otherwise, they are locked inside for the duration of the
trial, which automatically times out after 5 minutes).
Court Timeouts occur when a judge does not make a decision. This happens when players are
AFK, or otherwise idle. The case will nullify, meaning no one pays for compensation, no one is
punished, and the Judge is fired for incompetence. A member of the jury will automatically step
up to fill his shoes, depending on highest karma.

Karma
Karma is a score system that gives players a universal reputation, starting at (and can go below or above) 0. Karma measures how you perform in society, so if your score is high, you will find yourself promoting up the ranks of your career. Killing a player will either improve or ruin your Karma score depending on your victim’s career path. For example, a civilian killing a criminal would increase his score, and a criminal killing a civilian would lower the criminal's score. This automatically polices players to pick a side, then stick to it. Karma is used as a multiplier for how much money a player can make, which is why it is so essential to the game.
The Good Side
Good players, sometimes described as Civilians, are players with Karma Scores greater than 0. Good karma is earned from working at a job, completing good side quests, giving to in-game charities, or by reversing Karma (arresting or killing criminals). Good side players tend to earn more cash, are rewarded higher quality items, and have a wider variety of jobs to choose from. Players are enticed to play on the good side to balance out the majority of players that desire trolling or griefing.
The Bad Side
Bad players are players with Karma Scores less than 0. Bad players (criminals) create problems for the good side by denting the economy and following jobs that risk innocent lives or businesses. Karma is subtracted when players commit crimes (or do criminal jobs), completing bad side quests, or reversing Karma (Killing good side players or NPCs).
Resetting Karma
So, you're stuck as the only player on the server. Your Karma score is below 0, and you cannot get a civilian
job! Worry not,
there are multiple solutions. Resetting Karma can be done by donating money or destroying the Karma all together
by dying. Karma
is destroyed when a player dies, and is granted to the player's killer. If there is no killer, the Karma is
destroyed completely.
This happens when players take too much fall damage, get killed by NPCs, or are killed for other reasons by the
system.
Karma can also be destroyed when doing things that oppose your side. For example, Karma is destroyed for good-side
players when
they commit crimes. Karma is also destroyed when bad-side players do good deeds.

Politics
The Political System is the root of the economy, the job system, and the
policies. Civil's economy is player controlled, which means the decisions that derive from the
Political Faction can impact all other factions. This means jobs, crime, and is the essence of the
game itself.
To get into this from the top of the hierarchy, the top level of the Political Faction is the mayor.
The mayor has control over the following economic and political architectures:
City Finances
City finances include tax percentages, budgetary spending (how much to pay city
workers, police, the fire department, etc.)
If taxes manage to pay for more than is needed to run the government, the
money is automatically re-entered into the economy. This means businesses get
automatic tax returns.
City Laws
The mayor can pick from a list of system-wide laws or create their own. Crime
flagging is based on these laws, and the courts can only make decisions based
on these laws. Custom laws are not automated!
System laws include the prohibition of theft, murder, operation of a vehicle
without a license, assault, auto theft, vandalism, and firing a weapon in an
inappropriate setting. The mayor may enable or disable any of these as he/she
chooses. This is within reason, the senators and representatives can vote for or
against these actions.
Zoning
Or things relating to "Civil" Engineering ... get it?
There are certain lots in the world that the
political faction can build or demolish
buildings on top of. These buildings can bring in more jobs.

Questing
Quests start with a player talking to a Quest-Giving NPC. That NPC will ask them to run errands for them, such as gather items, kill enemies, or go somewhere to trigger an event. The Quests appear in the players “Task List” where they can toggle their active tasks. After completing the quest, the player will be prompted to return to the NPC to collect their rewards. Sometimes the NPC will give them a new quest as well.
Quest Structure
The NPC may ask a player to drive them
somewhere, deliver a package, retrieve items, etc. NPCs may also ask players to do more
intense things like kill players, or other good/bad enemies. Questing will reward the players with
cash or items they would not get otherwise.
When a player finishes a job or quest,
they are always compensated with in-game cash. They can spend this cash on cosmetic items,
which destroys the cash.

Real Estate
A player may purchase property using cash or property passes (a property pass is a tier-based item that allows players to claim land for less money, though some small fees will still be taken for real estate business).
Property
Property can be seen as apartments, trailer homes, houses, and luxury homes. In other words, it is residential land that players are responsible for. When a player purchases land, they will be required to maintain it. Dirt will accumulate on homes, any grass will grow on the land, and the player is responsible for cleaning the dirt or cutting the grass. If they fail to do this, they will be warned before actions occur. If the Political Faction has rules against it in place, they can be fined for poor property maintenance.
Ownership Duration
Players
can hold properties for 2 weeks at a time. Property renewals cost the player nothing, and extend
the holding to 2 weeks after the renewal time. Players can pay for longer holding time, however
it's expensive. Players can sell their properties if no longer needed, and the city can sell the
property if the 2 week holding time expires. If the holding time expires without the property
being sold to another player, all potential for financial returns is virtually destroyed.
Buying Fees
are also a part of the Real Estate system. The Real Estate company receives 10% of estate
sales, even including the small sale fees that come from "property pass holder" purchases. The
other 90% goes to the seller, the city, or the bank (depending on who actually owns the
property).