CIVLABS
EVENT 4

Cataclysm

The dark consequence of strategies and alliances optimised over multiple events. Raiders spread calamity in three separate worlds. The remainder of players formed defensive alliances or migrated to hidden sanctuaries.

Nov 30 – Dec 14, 2025

Sessions

16

Players

678

Played at least one session

Communities formed

21

Player-hours

13,701

> RECAP

Event 4’s spawn was randomly chosen as a grassy coastline with mushroom islands on the northern horizon. 

Players flocked to these islands where hostile mobs do not spawn, and mooshrooms provide plentiful food. 

Mushroom islands were seen in previous events, but not on this scale. The progression boost was not sustainable, so Event 4 restarted the next day with new worlds: mushroom islands specifically excluded.


Their removal wasn’t the only change to the plugin. Features aimed at improving the experience for new players were added, including: limited access to classless healing; a grace period for bedless spawning; and the temporary use of the locator bar when first joining. There were also additional features less focused on the specialization scope, and the session days were reduced to Friday through Sunday.


In World Three, raiders acted fast to dominate the world order, and establish a supply chain for themselves. Their actions affected the whole world.

Proto-settlements such as Deadcow and Sandcastle were wiped out in the early sessions. 

Icehelm’s citizens migrated away rather than help the raiders, yet as Civless they later became a staging post again. 

TGBCoat made an uneasy alliance to supply gear for protection, but the population withered as dissenters were exiled. 

Underground networks of players formed aiming to undermine the raiders, but with little effect.

La Citadella, a fortress in the sky, became a bastion of hope. It successfully rebuffed two raids, utilizing the strength of the skybase. However, the raiders only had to be victorious once to wipe it away.

The remaining players fled to sanctuaries at the edge of the world.


In Worlds One and Two, nations developed both near and far from spawn. They held multi-national meetings reminiscent of previous events; and built paths and bridges between settlements. 

Two thirds through, in World Two, the guardsmen of Skylind peeled away from their nation to begin raiding. They targeted players, to reset class levels, instead of destroying infrastructure. Settlements were mostly left undamaged, and many players managed to hide or flee. A coalition army was formed, and the raiders dispersed or were hunted down.

In World One, there was comparative peace for the majority of the event. Near the end, some citizens of Carcosa led a raid on Spawn Beacon, but they were unable to get momentum amid backlash for their actions.


The event highlighted issues with anonymity across multiple events; the inability to guarantee loyalty to a settlement; and the fragility of settlements which only have to be breached once to fall. However, it also showed that many settlements failed to plan for attacks: easily found, at ground level, and without strong defences or strategies.

Event 4 was the formal end of the specialization experiment, opening the way for Event 5 to make changes previously considered unsuitable.

> HIGHLIGHTS

> DOWNLOADS

4 files

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