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The purpose of this thread is to communicate the server ownership’s intent for the server. This intent informs owner vetos and owner decision making, therefore it can be used as a tool to assist lawmakers and decision makers in their duties.
This thread outlines the ownership intent for DemocracyCraft. It serves as a foundational document to inform owner decisions, including vetoes, and provides guidance to lawmakers and players in leadership positions. While player-led governance is central, server ownership retains the responsibility of safeguarding the core vision of the network.


<span id="our-vision"></span>
<span id="our-vision"></span>
== Our Vision ==
== Our Vision ==


Our vision is to have an aesthetic, inclusive, practical, realistic, and politically focused City Roleplay community.
DemocracyCraft is a democratic City Roleplay server with a focus on political realism, aesthetics, and community inclusion.


Our vision extends to maintain server heritage and political stability, while still providing a fun and unpredictable playing experience.
Our vision is to foster a dynamic, politically driven roleplay experience that balances realism and unpredictability while preserving the server’s heritage and ensuring long-term political and aesthetic stability.


<span id="preservation-of-aesthetic"></span>
<span id="preservation-of-aesthetic"></span>
== Preservation of Aesthetic ==
== Preservation of Aesthetic ==


DemocracyCraft prides itself on aesthetic. Its important that, in order to retain aesthetic, we maintain the original intent for [[Reveille]]:
DemocracyCraft places a high value on visual cohesion and realism. To preserve the original intent of the Reveille map:


# Towns are allocated their respective borders and these borders shall remain unaltered. Allowing one town to expand means that all towns should be afforded the same opportunity. Furthermore, the further towns expand, the closer towns get to one another.
====== '''Town Borders:''' ======
Towns are allocated specific boundaries. These are to remain fixed to avoid urban sprawl and maintain balance across the server. Allowing one town to expand sets a precedent for all towns, which risks eroding the buffer zones and visual harmony of the map.


<ol start="2" style="list-style-type: decimal;">
====== '''Natural Landscape:''' ======
<li><p>Reveille is a custom map. Effort should be taken to preserve the natural landscape surrounding towns and the city. This includes the mountain range and waterways which should also be preserved. Enabling towns to expand beyond their borders or to utilise the surrounding landscape (i.e. mountains) will eventually lead to their degradation as town leaderships change and the area gets changed multiple times over. Its best to preserve these wonders as a natural buffer.</p></li>
Mountains, rivers, and forests surrounding urban areas are integral to the world’s visual appeal. These should be preserved and not incorporated into town expansions, as changes will degrade these natural features over time.
<li><p>Major changes to city zoning can be extremely hard to reverse. i.e. alleyways west of Government house and the courts should not be altered as they are purposefully placed to ensure that players cannot merge full city blocks close to the city centre - which is unrealistic.</p></li></ol>


<span id="preservation-of-history"></span>
====== '''City Zoning and Layout:''' ======
== Preservation of History ==
Major changes to city zoning are often irreversible and can significantly impact urban realism. For example, the alleyways west of Government House and the Courts are deliberately placed to prevent the merging of entire city blocks near the city centre. Altering these features would undermine the intended urban density and realism of the central district.


In the move from [[Hamilton]] to [[Reveille]], there were significant changes made to the server and its build infrastructure. Efforts should be made to preserve the limited landmarks which were selected to be transferred rather than rebuilt. i.e. Government House.
== Preservation of Democracy ==
While players are free to develop government systems and legislation, the following principles guide the network’s democratic framework:
 
====== '''Integrity of Institutions:''' ======
Each branch of government—executive, legislative, and judicial—must remain distinct and independent.
 
====== '''System of Government:''' ======
DemocracyCraft should be a republic that resembles a modern constitutional democracy, featuring a clear separation of powers, regular elections, and a government accountable to its citizens.
 
====== '''Intent of Roleplay:''' ======
The aim is not to simulate anarchy or technocracy, but to model a functioning democratic state. Reforms or decisions that would fundamentally break this premise may be vetoed if they compromise the roleplay intent of the network.


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== Decision Time Creep ==
== Decision Time Creep ==


We refer to this concept as ‘decision time creep.A good example of this is town build height limits. The town height limit was originally 30 blocks. Significant lobby occurred to have this raised over time to 40 blocks. Today, lobbying continues to have it raised again to 50 blocks. If we raise the height limit again, lobbying will be for 60 blocks. Decision makers should be conscious of time creep and how decisions over time have blown out.
We refer to a phenomenon we often encounter as '''''decision time creep'''''.
 
A classic example: '''town build height limits.''' Initially capped at 30 blocks, lobbying led to an increase to 40 blocks. Now, there’s pressure for 50. And if granted, 60 will be next.
 
Each incremental decision may seem minor—but over time, these cumulative changes significantly alter the original intent.
 
'''Be mindful of precedent.''' Once a door opens, it rarely closes.


<span id="pragmatic-decision-making"></span>
<span id="pragmatic-decision-making"></span>
== Pragmatic Decision Making ==
== Pragmatic Decision Making ==
When proposing changes:


# Unregulated towns/settlements are a quick way to ruin the aesthetic of the server and change the dynamic of the server.
* '''Be practical''' – Will this serve a real purpose beyond novelty?
# Practicality is big. Will what you are planning actually serve a purpose? e.g. a military.
* '''Strive for realism''' – Even in a Minecraft world, roles like ''“Criminal”'' stretch believability.
# Realism is also what we strive for, albeit in a Minecraft context. e.g. a job title like ‘Criminal’ is not realistic.
* '''Factor in staff load''' – Even simple changes like renaming a department can require '''2+ hours of work''' behind the scenes.
# How much staff work is required to implement this? e.g. Changing as little as a Department name will take at least 2 hours of work behind the scenes.
* '''See the full picture''' – Consider your idea from three perspectives and the inputs required:  ▫ As a regular player ▫ As a staff member ▫ As a member of the government
# Think about how you would think of the decisions you make as a regular player, a staff member, and a member of the government.


[[Category:Policies]]
[[Category:Staff]]

Latest revision as of 16:22, 4 May 2025

This thread outlines the ownership intent for DemocracyCraft. It serves as a foundational document to inform owner decisions, including vetoes, and provides guidance to lawmakers and players in leadership positions. While player-led governance is central, server ownership retains the responsibility of safeguarding the core vision of the network.

Our Vision

DemocracyCraft is a democratic City Roleplay server with a focus on political realism, aesthetics, and community inclusion.

Our vision is to foster a dynamic, politically driven roleplay experience that balances realism and unpredictability while preserving the server’s heritage and ensuring long-term political and aesthetic stability.

Preservation of Aesthetic

DemocracyCraft places a high value on visual cohesion and realism. To preserve the original intent of the Reveille map:

Town Borders:

Towns are allocated specific boundaries. These are to remain fixed to avoid urban sprawl and maintain balance across the server. Allowing one town to expand sets a precedent for all towns, which risks eroding the buffer zones and visual harmony of the map.

Natural Landscape:

Mountains, rivers, and forests surrounding urban areas are integral to the world’s visual appeal. These should be preserved and not incorporated into town expansions, as changes will degrade these natural features over time.

City Zoning and Layout:

Major changes to city zoning are often irreversible and can significantly impact urban realism. For example, the alleyways west of Government House and the Courts are deliberately placed to prevent the merging of entire city blocks near the city centre. Altering these features would undermine the intended urban density and realism of the central district.

Preservation of Democracy

While players are free to develop government systems and legislation, the following principles guide the network’s democratic framework:

Integrity of Institutions:

Each branch of government—executive, legislative, and judicial—must remain distinct and independent.

System of Government:

DemocracyCraft should be a republic that resembles a modern constitutional democracy, featuring a clear separation of powers, regular elections, and a government accountable to its citizens.

Intent of Roleplay:

The aim is not to simulate anarchy or technocracy, but to model a functioning democratic state. Reforms or decisions that would fundamentally break this premise may be vetoed if they compromise the roleplay intent of the network.

Decision Time Creep

We refer to a phenomenon we often encounter as decision time creep.

A classic example: town build height limits. Initially capped at 30 blocks, lobbying led to an increase to 40 blocks. Now, there’s pressure for 50. And if granted, 60 will be next.

Each incremental decision may seem minor—but over time, these cumulative changes significantly alter the original intent.

Be mindful of precedent. Once a door opens, it rarely closes.

Pragmatic Decision Making

When proposing changes:

  • Be practical – Will this serve a real purpose beyond novelty?
  • Strive for realism – Even in a Minecraft world, roles like “Criminal” stretch believability.
  • Factor in staff load – Even simple changes like renaming a department can require 2+ hours of work behind the scenes.
  • See the full picture – Consider your idea from three perspectives and the inputs required: ▫ As a regular player ▫ As a staff member ▫ As a member of the government