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Best Value

🟤 Copper Plan

€4

4

Every month

Resolution: 128 × 128
✔ High-quality upgrade over vanilla
✔ Balanced performance and visuals
🌱 Perfect entry level for immersive gameplay

Valid until canceled

Best Value

⚪ Silver Plan

€7

7

Every month

Resolution: 256 × 256
✔ Sharper details and richer materials
✔ Enhanced depth and lighting
✨ Recommended for realism-focused players

Valid until canceled

Best Value

🟡 Gold Plan

€10

10

Every month

Resolution: 512 × 512 / 1024 × 1024
✔ Ultra-high resolution textures
✔ Maximum material detail and realism
✔ Designed for powerful systems and VR
💎 The ultimate VRRW visual experience

Valid until canceled

Choose your pricing plan

Find one that works for you

📘 VRRW — Living Worlds for Minecraft

Cities that grow. Citizens that think. A world that changes.

🔥 Welcome to VRRW

This is not a mod that adds a few new blocks.
This is not a shader pack or a cosmetic overhaul.

VRRW turns Minecraft into a living world simulation.

Cities rise, work, struggle, and collapse.
Citizens follow routines, consume resources, migrate, fight, and flee.
Forests fall realistically. Terrain is carved, not broken.
Politics reshape borders. War leaves scars.

If you are looking for a sandbox where actions matter and the world remembers, keep reading.

Chapter 1 — The Core Idea

VRRW reimagines Minecraft as a civilization-scale simulation.

Instead of focusing on individual blocks, VRRW focuses on:

  • societies

  • infrastructure

  • supply chains

  • political power

  • physical interaction with the world

Everything is connected.
Nothing happens in isolation.

Chapter 2 — Land, Territory & the First Claim

Every story begins with land.

Through the Country Seller, land is purchased and claimed as territory.
Ownership defines borders, influence, and power.

Territory enables:

  • city foundation

  • structured building

  • production and logistics

  • diplomacy and warfare

Borders are visible and change over time as cities expand, unite, or fall.

Chapter 3 — Cities That Live

Introduction

In VRRW, a city is not a construction project.
It is a living entity.

Cities have:

  • population

  • workforce

  • supply systems

  • infrastructure

  • military power

  • diplomatic status

  • reputation

A city reacts to prosperity, shortages, war, and politics — just like a real one.

Chapter 4 — Planning Tables: The Brain of Every City

Introduction

Cities are managed through Planning Tables, the structural backbone of VRRW.

These interactive structures open dedicated management screens and control entire systems.

Key Planning Tables include:

  • Town Hall

  • Mine

  • Lumberjack Hut

  • Farm & Ranch

  • Water Purifier Table

  • Warehouse

  • Barracks

  • Diplomacy Table

  • Economic structures (market, taxes, trade)

Planning Tables define:

  • workforce assignment

  • system upgrades

  • development stages

  • political decisions

Chapter 5 — Citizens & AI Behavior

Introduction

Citizens are not static NPCs.
They are individuals with routines.

Each citizen has:

  • a role or profession

  • a workplace and home

  • daily activities

  • movement patterns

  • reactions to danger and shortages

Citizens work, eat, sleep, migrate, flee wars, and settle new cities.

Chapter 6 — Roles & Professions

Introduction

Every city relies on specialized workers.

Examples include:

  • Builders

  • Miners

  • Lumberjacks

  • Farmers

  • Ranchers

  • Water Purifiers

  • Soldiers

Roles are assigned through management screens and define how the city functions day to day.

Chapter 7 — Food, Storage & Freshness

Introduction

Food is not a number.
It is a physical resource.

Food items:

  • have freshness

  • spoil over time

  • require proper storage

Refrigeration & Freezing

Refrigerators and freezers preserve food:

  • cooling slows decay

  • freezing allows long-term storage

A stable food system enables large, thriving cities.

Chapter 8 — Water: Extraction, Purification & Storage

Introduction

Water is a core supply pillar.

Cities use:

  • wells

  • purification systems

  • evaporation and condensation

  • water tanks

Water flows through a production chain:
extraction → purification → storage → usage

Dedicated workers operate and maintain the system.

Chapter 9 — Industry, Logistics & Automation

Introduction

Cities function through real production chains.

Resources move through:

  • extraction

  • transport

  • unloading

  • storage

  • processing

Systems like:

  • Miner Containers

  • Unload Stations

  • Transport networks

allow cities to operate autonomously at scale.

Chapter 10 — Mining Reimagined

Introduction

Mining in VRRW is not about breaking cubes.

Mines:

  • operate continuously

  • use shafts, tunnels, and transport

  • integrate directly into logistics

True 3D Mining

Blocks are carved, not cracked.

Material is removed gradually, creating:

  • real cavities

  • visible wear

  • permanent terrain change

Mining becomes a physical transformation of the world.

Chapter 11 — Nature That Reacts

Introduction

Nature is not static.

Vegetation grows naturally.
Landscapes feel organic.

Falling Trees

Trees do not vanish.
They fall, collide, and reshape their surroundings.

Forestry becomes an event, not an animation.

Chapter 12 — A Physical World

Introduction

The world is no longer bound to cubes.

Objects and machines:

  • have real 3D form

  • match their collision

  • occupy space naturally

Movement, interaction, and construction feel grounded and believable.

Chapter 13 — OBJ Entity Animator: Living Models

Introduction

VRRW introduces a full in-game 3D animation and behavior system.

Entities, machines, and props:

  • use real 3D OBJ models

  • are animated with timelines and keyframes

  • have behavior profiles

  • play custom sounds

Everything is created and edited inside the game.

Activities & Behavior

Entities can:

  • idle

  • work

  • eat and drink

  • sleep

  • attack

  • wander or follow

  • express emotions

Animated Objects

Animated 3D models can be placed as world objects:

  • machines

  • props

  • infrastructure

  • decorations

Chapter 14 — Military Power & Defense

Introduction

Cities must defend themselves.

Barracks manage:

  • soldiers

  • defense

  • military organization

Unit types include:

  • melee

  • archers

  • crossbow units

Siege Warfare

Siege weapons like catapults:

  • damage infrastructure

  • weaken defenses

  • change the outcome of wars

Chapter 15 — Diplomacy & World Politics

Introduction

Cities are political actors.

Through the Diplomacy Table, players manage:

  • alliances

  • wars

  • peace treaties

  • tribute

  • military support

Politics reshape borders and history.

Chapter 16 — Refugees & Migration

Introduction

War and instability create refugees.

Populations flee destroyed cities and seek safety elsewhere, reshaping demographics and supply systems.

Chapter 17 — Reputation & Influence

Introduction

Every city has a reputation.

Reputation affects:

  • migration

  • diplomacy

  • stability

  • conflict likelihood

Prosperous cities attract people.
Unstable cities decline.

Chapter 18 — A World That Remembers

Conclusion

All VRRW systems are interconnected.

Cities shape landscapes.
War leaves scars.
Supply failures ripple through society.
Politics change the world map.

Nothing resets.
Nothing is forgotten.

🌍 Final Words

VRRW is not about building faster.
It is about building meaning.

You do not place blocks.
You shape civilizations.

Welcome to VRRW — a world that thinks, works, and changes.

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