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Concept:

To You, 5000 Years Later is intended to be a post-post-apocalyptic fantasy setting with flowers, castles, and magic sprouting from the soil which buries a dead civilisation. With multiplayer-compatible progression, MineColonies as the central settlement system, and Create and Ars Noveau integrated into the technological ages.

Eras

Beginning in the Stone Age, players scrape by using wood, flint, and bone, with basic tools and no real infrastructure. In the Copper Age, primitive metal tools become possible, enabling basic Create implements and unlocking the very beginnings of metallurgy. With the Bronze Age comes the alloying of copper and tin, better tools, and the emergence of village life from MineColonies becomes available here. By the Iron Age, players wield stronger weapons, craft more complex implements, and gain access to Ars Nouveau for early magic. Create machines begin to take shape, and settlement expands. The ultimate goal is to reach functional iron tools, basic automation, and prepare for the leap into clockwork industry through an expedition into the Nether.

Mechan Era

With access to brass, Create machines become essential tools for survival and development. Simpler life is replaced by motion, calculation, and labour-saving devices. Society adapts to mechanical assistance, and settlements begins to adopt more advanced supply chains, mills, and rudimentary automation. This is the age when towns quite literally buzz with the sound of machinery.

As brass tech advances and pressure systems become viable, the age of steel and blackpowder dawns. Cannons and primitive firearms redefine warfare, while steam pressure begins to power larger, more ambitious machines. Smog, soot, and force now drive industry. Villages begin fortifying and mechanising, and settlements may start to develop industrial military structures. Danger increases from the weapons of war. Combat becomes deadlier, logistics more complex. Clockwork begins to dominate all aspects of daily life.

In this final stage, clockwork civilisation reaches its zenith. Mass production, locomotion, complex piping networks, deployable mechanical arms, and mobile automatons are commonplace. Towns become cities, powered by steam, driven by brass, defended by intricate machines. Trains, elevators, and auto-farms become part of daily life. Magic is now interwoven with machinery in every way.

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