CIVLABS
EVENT 1

Glory

Players built upon prior experience, and brought real-life political and social concepts into a world of coastal forests and island chains. Settlements migrated to distant shores, rose above all others, or endured the threat of terrorism.

Aug 10 – Aug 17, 2025

Sessions

14

Players

147

Played at least one session

Communities formed

7

Player-hours

2,747

> RECAP

Two weeks after the end of Trial 0, the servers opened and welcomed returning and new players alike. In this break, and during Trial 1, the plugin was remade and updated for Java Edition 1.21.8.
Among other changes: debuffs were applied to Dried Kelp and Sweet Berries, both common foods; and custom recipes were added to make Brewing Stands accessible.

Trial 1 began on a wooded coastline with an abundance of food and wood. This facilitated many spawn settlements to emerge, however they would not last. 

Berrywood Commune couldn’t keep griefers out because the settlement overlapped with the spawn zone. Capital Hill tried to translate capitalism into the game without success: its members were not committed to the copycat ideology.

These settlements were no more than springboards for players leaving to make homes further afield. 


Settlements sprung up across the world and found their own ways to deal with the dangers of the environment and other players.

Island nations, such as Loup Land, banished hostile mobs with torches; Skyland remained hidden far from spawn; and the compact Fort Red Berry prioritized efficient progression.

The biggest settlement was Dead Horse, named for a skeleton trap encountered during its formation. Five-hundred blocks down river of spawn, it became the most accessible for migrants and new players. 


After mastering the plugin, players safely focused on their own goals. A casino and cathedral were built on Turtle Island, while Dead Horse created a constitution and guild system. Resources were pooled into class-specific or centralised storage areas for greater ease of access. The threat of griefing encouraged valuables being stored underground or in the inventories of trusted players.


As the event progressed, attacks by raiders increased in strength. Island nations, such as Mycelia and the Jestocracy, became staging posts for attacks on Dead Horse. It was lava-casted and pillaged on many occasions. Its citizens either endured, using the adversity to feed their national pride; or left for safer shores.

The island sanctuaries were targeted in retribution, however the raiders were able to evade capture.


Conflicts were derived from boredom, as there was little in-game reason to fight. Victory lacked weight, due to the inability to capture land or stall raiders. 


Trial 1 demonstrated strategies and patterns which would be developed in later events. It was similar in scale to Trial 0; the leap to Event 2 would be far greater.

> HIGHLIGHTS

> DOWNLOADS

1 file

World saves, logs, recap docs — anything we publish from this event.